Lida the Defiant
lidathedefiantwiki
https://lidathedefiant.miraheze.org/wiki/Main_Page
MediaWiki 1.40.1
first-letter
Media
Special
Talk
User
User talk
Lida the Defiant
Lida the Defiant talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Module
Module talk
Main Page
0
1
1
2023-11-07T01:52:08Z
MediaWiki default
1
Create main page
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page was created automatically and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting.
You can immediately start working on your wiki or whenever you want.
Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links:
* [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users)
* [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]]
* [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.)
==== I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here:
* [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]]
* On [[phab:|Phabricator]]
* On [https://miraheze.org/discord Discord]
* On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat])
=== For visitors of this wiki ===
Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later!
21236ac3f8d65e5563b6da6b70815ca6bf1e6616
6
1
2023-11-08T15:06:19Z
Katesquirrel
2
/* Welcome to {{SITENAME}}! */
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page is a work in progress and I will be updating it as things happen.
=== What's this about? ===
Lida the Defiant is a fantasy epic with tremendous surrounding lore. It has lived in my brain for over eight years now and I've worked on it in various fits and starts. This is a hub for all documentation and information surrounding Lida, the world, and the Pathfinder setting related to Lida. You're probably here because you know me (Kate) in real life, but if not, hi! You're welcome to stick around and if you have any questions just reach out to [mailto:katecreatesstuff@outlook.com katecreatesstuff@outlook.com].
=== Where do I start? ===
You're probably here as part of the Pathfinder lore committee. If so, you'll need to know what you're doing in order to play in the Pathfinder setting. Here's a rundown:
Lida is the main character of the fantasy epic. Joe and I are in agreement that she shouldn't be in the Pathfinder games. So the broader focus is on the lore and adaptations of the Pathfinder ruleset. This takes place in a fantasy world that is roughly in development comparable to the medieval era, as most good fantasy games are. This world was completely minor tribelet anarchy until a group of "gods" came and civilized them, but the gods are long gone. Mostly it takes place in Voriland, which is both a continent and a country, in the midst of civil war. However, more intensely, it is also at risk of an encroaching desert that is not a natural phenomenon and the content is slowly fracturing apart. Neither of these issues are well understood and most of the population is not even aware of them.
If you're looking for lore:
* [[Voriland (government)|Vorish government]]
* [[Voriland (continent)|Continent of Voriland]]
* [[The Contested Lands]]
* [[Religion in Voriland]]
* [[Magic use in Voriland]]
If you're looking for Pathfinder information:
* [[Classes and races]]
* [[Modifications to Pathfinder Backgrounds|Backgrounds]]
==== If you're looking for more specific information: ====
''People specific to the book:''
* [[Lida|Lida the Defiant]]
* [[Teo Hillicks]]
* [[Maeva]]
* [[Spod the Silent]]
* [[Sella Ri'spar]]
* [[Lynis Ostroff]]
''Places:''
* [[Ya'zni]]
* [[Velliset]]
* [[North Cross]]
* [[Freespeak]]
* [[Marcheon]]
* [[Levania]]
* [[Clearwater]]
* [[Dwarven Salvation]]
* [[Overlook of the Gods]]
* [[Garden of the Gods]]
''Other cultural concepts:''
* [[Magisterium|The Magisterium]]
* [[Tyllundi]]
* [[Somni Halls]]
* [[Egregores]]
If something doesn't make sense or information contradicts, please feel free to reach out.
c5be0f9e726b366fad22fe45b6a6b63e577d0068
23
6
2023-11-08T17:39:36Z
Katesquirrel
2
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page is a work in progress and I will be updating it as things happen. Keep an eye out on [[Stuff Happening]] for, well, stuff happening here.
=== What's this about? ===
Lida the Defiant is a fantasy epic with tremendous surrounding lore. It has lived in my brain for over eight years now and I've worked on it in various fits and starts. This is a hub for all documentation and information surrounding Lida, the world, and the Pathfinder setting related to Lida. You're probably here because you know me (Kate) in real life, but if not, hi! You're welcome to stick around and if you have any questions just reach out to [mailto:katecreatesstuff@outlook.com katecreatesstuff@outlook.com].
=== Where do I start? ===
You're probably here as part of the Pathfinder lore committee. If so, you'll need to know what you're doing in order to play in the Pathfinder setting. Here's a rundown:
Lida is the main character of the fantasy epic. Joe and I are in agreement that she shouldn't be in the Pathfinder games. So the broader focus is on the lore and adaptations of the Pathfinder ruleset. This takes place in a fantasy world that is roughly in development comparable to the medieval era, as most good fantasy games are. This world was completely minor tribelet anarchy until a group of "gods" came and civilized them, but the gods are long gone. Mostly it takes place in Voriland, which is both a continent and a country, in the midst of civil war. However, more intensely, it is also at risk of an encroaching desert that is not a natural phenomenon and the content is slowly fracturing apart. Neither of these issues are well understood and most of the population is not even aware of them.
If you're looking for lore:
* [[Voriland (government)|Vorish government]]
* [[Voriland (continent)|Continent of Voriland]]
* [[The Contested Lands]]
* [[Religion in Voriland]]
* [[Magic use in Voriland]]
If you're looking for Pathfinder information:
* [[Classes and races]]
* [[Modifications to Pathfinder Backgrounds|Backgrounds]]
==== If you're looking for more specific information: ====
''People specific to the book:''
* [[Lida|Lida the Defiant]]
* [[Teo Hillicks]]
* [[Maeva]]
* [[Spod the Silent]]
* [[Sella Ri'spar]]
* [[Lynis Ostroff]]
''Places:''
* [[Ya'zni]]
* [[Velliset]]
* [[North Cross]]
* [[Freespeak]]
* [[Marcheon]]
* [[Levania]]
* [[Clearwater]]
* [[Dwarven Salvation]]
* [[Overlook of the Gods]]
* [[Garden of the Gods]]
''Other cultural concepts:''
* [[Magisterium|The Magisterium]]
* [[Tyllundi]]
* [[Somni Halls]]
* [[Egregores]]
If something doesn't make sense or information contradicts, please feel free to reach out.
72ff1168841c2fae023962bcb87fa35d788830e0
File:8f1e8078-42bf-44fc-b029-a01a2433e2fa.jpg
6
2
2
2023-11-07T12:47:40Z
Katesquirrel
2
wikitext
text/x-wiki
Lida in combat in Velliset
ca46b7f4a107f1029d3abcb0321c0d671b801347
Lida
0
3
3
2023-11-07T12:48:49Z
Katesquirrel
2
Created page with "(This pages requires additional information and/or formatting.) [[File:8f1e8078-42bf-44fc-b029-a01a2433e2fa.jpg|thumb|left|Lida in combat in Velliset]] Lida is the main character of Lida the Defiant. She is a former [[Tyllundi]] who was purchased as a child by the [[Voriland (government)|Vorish]] government, trained at the [[Magisterium]], and became a full praetor. ===== Appearance ===== Lida is described as being fairly tall, equivalent to 5'8"-5'11", with broad sho..."
wikitext
text/x-wiki
(This pages requires additional information and/or formatting.)
[[File:8f1e8078-42bf-44fc-b029-a01a2433e2fa.jpg|thumb|left|Lida in combat in Velliset]]
Lida is the main character of Lida the Defiant. She is a former [[Tyllundi]] who was purchased as a child by the [[Voriland (government)|Vorish]] government, trained at the [[Magisterium]], and became a full praetor.
===== Appearance =====
Lida is described as being fairly tall, equivalent to 5'8"-5'11", with broad shoulders and a lean, athletic body. She has long brown curly hair that she often keeps braided. In keeping with Vorish magic standards, she has large violet eyes. Her face is wide and angular.
When traveling or anticipating combat, she wears a leather chestpiece and bracers over a violet shirt, along with greaves that allow for movement and brown leather boots.
===== Personality =====
She is generally considered to be well-meaning and committed, but is initially a bit rough around the edges with an intensity to her. When [[Lidathedefiant.miraheze.org/Teo Hillicks|Teo Hillicks]] first encounters her in [[Velliset]], where she is commanding the militia, he sees her slap one of the men, which she justifies saying that they don't understand anything else.
9faa4828283f6fe866d26cf88e77b12776ceaebd
4
3
2023-11-07T13:05:43Z
Katesquirrel
2
wikitext
text/x-wiki
(This pages requires additional information and/or formatting.)
[[File:8f1e8078-42bf-44fc-b029-a01a2433e2fa.jpg|thumb|right|Lida in combat in Velliset]]
Lida is the main character of Lida the Defiant. She is a former [[Tyllundi]] who was purchased as a child by the [[Voriland (government)|Vorish]] government, trained at the [[Magisterium]], and became a full praetor.
===== Appearance =====
Lida is described as being fairly tall, equivalent to 5'8"-5'11", with broad shoulders and a lean, athletic body. She has long brown curly hair that she often keeps braided. In keeping with Vorish magic standards, she has large violet eyes. Her face is wide and angular.
When traveling or anticipating combat, she wears a leather chestpiece and bracers over a violet shirt, along with greaves that allow for movement and brown leather boots.
===== Personality =====
She is generally considered to be well-meaning and committed, but is initially a bit rough around the edges with an intensity to her. When [[Lidathedefiant.miraheze.org/Teo Hillicks|Teo Hillicks]] first encounters her in [[Velliset]], where she is commanding the militia, he sees her slap one of the men, which she justifies saying that they don't understand anything else.
005c6f15ca09c7cb75622bdc81174876c05b1a16
22
4
2023-11-08T17:31:14Z
Katesquirrel
2
wikitext
text/x-wiki
(This pages requires additional information and/or formatting.)
[[File:Lida face.jpg|thumb|right|Lida in Velliset]]
Lida is the main character of Lida the Defiant. She is a former [[Tyllundi]] who was purchased as a child by the [[Voriland (government)|Vorish]] government, trained at the [[Magisterium]], and became a full praetor.
===== Appearance =====
Lida is described as being fairly tall, equivalent to 5'8"-5'11", with broad shoulders and a lean, athletic body. She has long brown curly hair that she often keeps braided. In keeping with Vorish magic standards, she has large violet eyes. Her face is wide and angular.
When traveling or anticipating combat, she wears a leather chestpiece and bracers over a violet shirt, along with greaves that allow for movement and brown leather boots.
===== Personality =====
She is generally considered to be well-meaning and committed, but is initially a bit rough around the edges with an intensity to her. When [[Teo Hillicks|Teo Hillicks]] first encounters her in [[Velliset]], where she is commanding the militia, he sees her slap one of the men, which she justifies saying that they don't understand anything else.
82737fae9fae3c844be3c47d029bd8fc98825c52
Magisterium
0
4
5
2023-11-07T17:33:09Z
Katesquirrel
2
Created page with "The Magisterium is the only officially sanctioned school of magic in Voriland. Only graduates of the school can legally practice magic. Education and student life Curriculum Students enter into the school at the age of eleven and spend three years as a general class learning magic. At this point they are divided into two groups and are trained parallel to each other for another five years. This categorization is largely dependent on whether they have the ability to he..."
wikitext
text/x-wiki
The Magisterium is the only officially sanctioned school of magic in Voriland. Only graduates of the school can legally practice magic.
Education and student life
Curriculum
Students enter into the school at the age of eleven and spend three years as a general class learning magic. At this point they are divided into two groups and are trained parallel to each other for another five years. This categorization is largely dependent on whether they have the ability to heal only themselves or heal others as well. Rarely, a student’s preferences will also be taken into account.
Students that have the ability to heal others become medics and are trained specifically for the role. After graduation, they take roles in medical establishments and in rural communities.
Students that do not have the ability to heal others become praetors and undergo more diverse training to take on roles in diplomacy, protection, government, and inquisition.
After their formal education ends, they are required to shadow more experienced praetors and medics, depending on their class, for a minimum of two years before graduation. At this time, they can select roles and receive a salary or leave the Magisterium entirely and practice magic independently. Most opt to remain in the Magisterium system.
Facilities
The Magisterium is located on a large specially-built campus in Yahzni. It is designed to hold up to 3000 boarding students, with additional offices, apartments, and other facilities for graduates in residence.
Younger students share accommodations, generally with two students of the same class in a room. Older students are given the choice to room alone, and most do. Following graduation, many will retain a small separate apartment with dining hall privileges on the campus.
Criticism of the Magisterium system
The Violet Laws
Originally the Magisterium was open to all who demonstrated some degree of magical aptitude. However, following revolts from peasant magic users, the Appropriate Use of Magic Act (commonly referred to as the Violet Laws) was put into effect. It had been determined that the highest concentrations of magical aptitude were seen in violet-eyed children, so it was ruled they should be the only students at the Magisterium. “Unauthorized use” of magic was banned, and inquisitions began to end folk magic practices in the population.
More recent research out of Levania shows that the violet eyed trait is only particularly prevalent in women. Men with considerable magical aptitude may not have violet eyes at all. This accounts for the gender disparity seen amongst Magisterium students.
Relations amongst students
The Magisterium has drawn heavy criticism for its tacit encouragement of casual sexual relations amongst the student population. These relationships are very casual and noncommittal and, due to gender disparities, frequently involve same-sex relations. Female students often do not see these relationships as romantic, do not view themselves as lesbians, and will go on to have male partners and marriages.
The criticism does not come out of homophobia, which isn’t particularly common in Voriland. Rather, most of the population does not support casual sexual relations in any form. It is largely considered part of the outrage that magic-users generally have the ability to self-abort.
0a8a1cd07f661b011306824472af314193a656c6
7
5
2023-11-08T15:07:51Z
Katesquirrel
2
wikitext
text/x-wiki
The Magisterium is the only officially sanctioned school of magic in Voriland. Only graduates of the school can legally practice magic.
=== Education and student life ===
===== Curriculum =====
Students enter into the school at the age of eleven and spend three years as a general class learning magic. At this point they are divided into two groups and are trained parallel to each other for another five years. This categorization is largely dependent on whether they have the ability to heal only themselves or heal others as well. Rarely, a student’s preferences will also be taken into account.
Students that have the ability to heal others become medics and are trained specifically for the role. After graduation, they take roles in medical establishments and in rural communities.
Students that do not have the ability to heal others become praetors and undergo more diverse training to take on roles in diplomacy, protection, government, and inquisition.
After their formal education ends, they are required to shadow more experienced praetors and medics, depending on their class, for a minimum of two years before graduation. At this time, they can select roles and receive a salary or leave the Magisterium entirely and practice magic independently. Most opt to remain in the Magisterium system.
===== Facilities =====
The Magisterium is located on a large specially-built campus in Yahzni. It is designed to hold up to 3000 boarding students, with additional offices, apartments, and other facilities for graduates in residence.
Younger students share accommodations, generally with two students of the same class in a room. Older students are given the choice to room alone, and most do. Following graduation, many will retain a small separate apartment with dining hall privileges on the campus.
=== Criticism of the Magisterium system ===
===== The Violet Laws =====
Originally the Magisterium was open to all who demonstrated some degree of magical aptitude. However, following revolts from peasant magic users, the Appropriate Use of Magic Act (commonly referred to as the Violet Laws) was put into effect. It had been determined that the highest concentrations of magical aptitude were seen in violet-eyed children, so it was ruled they should be the only students at the Magisterium. “Unauthorized use” of magic was banned, and inquisitions began to end folk magic practices in the population.
More recent research out of Levania shows that the violet eyed trait is only particularly prevalent in women. Men with considerable magical aptitude may not have violet eyes at all. This accounts for the gender disparity seen amongst Magisterium students.
===== Relations amongst students =====
The Magisterium has drawn heavy criticism for its tacit encouragement of casual sexual relations amongst the student population. These relationships are very casual and noncommittal and, due to gender disparities, frequently involve same-sex relations. Female students often do not see these relationships as romantic, do not view themselves as lesbians, and will go on to have male partners and marriages.
The criticism does not come out of homophobia, which isn’t particularly common in Voriland. Rather, most of the population does not support casual sexual relations in any form. It is largely considered part of the outrage that magic-users generally have the ability to self-abort.
f81c825db24eec75c7898f82e9a3aae0980fe8ff
8
7
2023-11-08T15:08:26Z
Katesquirrel
2
wikitext
text/x-wiki
The Magisterium is the only officially sanctioned school of magic in Voriland. Only graduates of the school can legally practice magic.
== Education and student life ==
===== Curriculum =====
Students enter into the school at the age of eleven and spend three years as a general class learning magic. At this point they are divided into two groups and are trained parallel to each other for another five years. This categorization is largely dependent on whether they have the ability to heal only themselves or heal others as well. Rarely, a student’s preferences will also be taken into account.
Students that have the ability to heal others become medics and are trained specifically for the role. After graduation, they take roles in medical establishments and in rural communities.
Students that do not have the ability to heal others become praetors and undergo more diverse training to take on roles in diplomacy, protection, government, and inquisition.
After their formal education ends, they are required to shadow more experienced praetors and medics, depending on their class, for a minimum of two years before graduation. At this time, they can select roles and receive a salary or leave the Magisterium entirely and practice magic independently. Most opt to remain in the Magisterium system.
===== Facilities =====
The Magisterium is located on a large specially-built campus in Yahzni. It is designed to hold up to 3000 boarding students, with additional offices, apartments, and other facilities for graduates in residence.
Younger students share accommodations, generally with two students of the same class in a room. Older students are given the choice to room alone, and most do. Following graduation, many will retain a small separate apartment with dining hall privileges on the campus.
== Criticism of the Magisterium system ==
===== The Violet Laws =====
Originally the Magisterium was open to all who demonstrated some degree of magical aptitude. However, following revolts from peasant magic users, the Appropriate Use of Magic Act (commonly referred to as the Violet Laws) was put into effect. It had been determined that the highest concentrations of magical aptitude were seen in violet-eyed children, so it was ruled they should be the only students at the Magisterium. “Unauthorized use” of magic was banned, and inquisitions began to end folk magic practices in the population.
More recent research out of Levania shows that the violet eyed trait is only particularly prevalent in women. Men with considerable magical aptitude may not have violet eyes at all. This accounts for the gender disparity seen amongst Magisterium students.
===== Relations amongst students =====
The Magisterium has drawn heavy criticism for its tacit encouragement of casual sexual relations amongst the student population. These relationships are very casual and noncommittal and, due to gender disparities, frequently involve same-sex relations. Female students often do not see these relationships as romantic, do not view themselves as lesbians, and will go on to have male partners and marriages.
The criticism does not come out of homophobia, which isn’t particularly common in Voriland. Rather, most of the population does not support casual sexual relations in any form. It is largely considered part of the outrage that magic-users generally have the ability to self-abort.
60fb17723bec1362e6cd986e6379863d5017ac8e
9
8
2023-11-08T15:11:46Z
Katesquirrel
2
wikitext
text/x-wiki
The Magisterium is the only officially sanctioned school of magic in Voriland. Only graduates of the school can legally practice magic.
Notable alumni:
* [[Lida]]
* Sella
* [[Lynis Ostraug]] (also faculty at the school)
== Education and student life ==
===== Curriculum =====
Students enter into the school at the age of eleven and spend three years as a general class learning magic. At this point they are divided into two groups and are trained parallel to each other for another five years. This categorization is largely dependent on whether they have the ability to heal only themselves or heal others as well. Rarely, a student’s preferences will also be taken into account.
Students that have the ability to heal others become medics and are trained specifically for the role. After graduation, they take roles in medical establishments and in rural communities.
Students that do not have the ability to heal others become praetors and undergo more diverse training to take on roles in diplomacy, protection, government, and inquisition.
After their formal education ends, they are required to shadow more experienced praetors and medics, depending on their class, for a minimum of two years before graduation. At this time, they can select roles and receive a salary or leave the Magisterium entirely and practice magic independently. Most opt to remain in the Magisterium system.
===== Facilities =====
The Magisterium is located on a large specially-built campus in Yahzni. It is designed to hold up to 3000 boarding students, with additional offices, apartments, and other facilities for graduates in residence.
Younger students share accommodations, generally with two students of the same class in a room. Older students are given the choice to room alone, and most do. Following graduation, many will retain a small separate apartment with dining hall privileges on the campus.
== Criticism of the Magisterium system ==
===== The Violet Laws =====
Originally the Magisterium was open to all who demonstrated some degree of magical aptitude. However, following revolts from peasant magic users, the Appropriate Use of Magic Act (commonly referred to as the Violet Laws) was put into effect. It had been determined that the highest concentrations of magical aptitude were seen in violet-eyed children, so it was ruled they should be the only students at the Magisterium. “Unauthorized use” of magic was banned, and inquisitions began to end folk magic practices in the population.
More recent research out of Levania shows that the violet eyed trait is only particularly prevalent in women. Men with considerable magical aptitude may not have violet eyes at all. This accounts for the gender disparity seen amongst Magisterium students.
===== Relations amongst students =====
The Magisterium has drawn heavy criticism for its tacit encouragement of casual sexual relations amongst the student population. These relationships are very casual and noncommittal and, due to gender disparities, frequently involve same-sex relations. Female students often do not see these relationships as romantic, do not view themselves as lesbians, and will go on to have male partners and marriages.
The criticism does not come out of homophobia, which isn’t particularly common in Voriland. Rather, most of the population does not support casual sexual relations in any form. It is largely considered part of the outrage that magic-users generally have the ability to self-abort.
d6596ff24542410091653b7df640723ceac19a23
15
9
2023-11-08T17:16:06Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Magisterium.jpg|right|thumb|The Magisterium campus in Ya'zni]]
The Magisterium is the only officially sanctioned school of magic in Voriland. Only graduates of the school can legally practice magic.
Notable alumni:
* [[Lida]]
* Sella
* [[Lynis Ostraug]] (also faculty at the school)
== Education and student life ==
===== Curriculum =====
Students enter into the school at the age of eleven and spend three years as a general class learning magic. At this point they are divided into two groups and are trained parallel to each other for another five years. This categorization is largely dependent on whether they have the ability to heal only themselves or heal others as well. Rarely, a student’s preferences will also be taken into account.
Students that have the ability to heal others become medics and are trained specifically for the role. After graduation, they take roles in medical establishments and in rural communities.
Students that do not have the ability to heal others become praetors and undergo more diverse training to take on roles in diplomacy, protection, government, and inquisition.
After their formal education ends, they are required to shadow more experienced praetors and medics, depending on their class, for a minimum of two years before graduation. At this time, they can select roles and receive a salary or leave the Magisterium entirely and practice magic independently. Most opt to remain in the Magisterium system.
===== Facilities =====
The Magisterium is located on a large specially-built campus in Yahzni. It is designed to hold up to 3000 boarding students, with additional offices, apartments, and other facilities for graduates in residence.
Younger students share accommodations, generally with two students of the same class in a room. Older students are given the choice to room alone, and most do. Following graduation, many will retain a small separate apartment with dining hall privileges on the campus.
== Criticism of the Magisterium system ==
===== The Violet Laws =====
Originally the Magisterium was open to all who demonstrated some degree of magical aptitude. However, following revolts from peasant magic users, the Appropriate Use of Magic Act (commonly referred to as the Violet Laws) was put into effect. It had been determined that the highest concentrations of magical aptitude were seen in violet-eyed children, so it was ruled they should be the only students at the Magisterium. “Unauthorized use” of magic was banned, and inquisitions began to end folk magic practices in the population.
More recent research out of Levania shows that the violet eyed trait is only particularly prevalent in women. Men with considerable magical aptitude may not have violet eyes at all. This accounts for the gender disparity seen amongst Magisterium students.
===== Relations amongst students =====
The Magisterium has drawn heavy criticism for its tacit encouragement of casual sexual relations amongst the student population. These relationships are very casual and noncommittal and, due to gender disparities, frequently involve same-sex relations. Female students often do not see these relationships as romantic, do not view themselves as lesbians, and will go on to have male partners and marriages.
The criticism does not come out of homophobia, which isn’t particularly common in Voriland. Rather, most of the population does not support casual sexual relations in any form. It is largely considered part of the outrage that magic-users generally have the ability to self-abort.
3c0550d43ceea8d4ef6fea74be8d76ec4b0127ae
16
15
2023-11-08T17:18:09Z
Katesquirrel
2
Added links
wikitext
text/x-wiki
[[File:Magisterium.jpg|right|thumb|The Magisterium campus in Ya'zni]]
The Magisterium is the only officially sanctioned school of magic in Voriland. Only graduates of the school can legally practice magic.
Notable alumni:
* [[Lida]]
* Sella
* [[Lynis Ostraug]] (also faculty at the school)
== Education and student life ==
===== Curriculum =====
Students enter into the school at the age of eleven and spend three years as a general class learning magic. At this point they are divided into two groups and are trained parallel to each other for another five years. This categorization is largely dependent on whether they have the ability to heal only themselves or heal others as well. Rarely, a student’s preferences will also be taken into account.
Students that have the ability to heal others become [[Medic (class)|medics]] and are trained specifically for the role. After graduation, they take roles in medical establishments and in rural communities.
Students that do not have the ability to heal others become [[Praetor (class)|praetors]] and undergo more diverse training to take on roles in diplomacy, protection, government, and inquisition.
After their formal education ends, they are required to shadow more experienced praetors and medics, depending on their class, for a minimum of two years before graduation. At this time, they can select roles and receive a salary or leave the Magisterium entirely and practice magic independently. Most opt to remain in the Magisterium system.
===== Facilities =====
The Magisterium is located on a large specially-built campus in Yahzni. It is designed to hold up to 3000 boarding students, with additional offices, apartments, and other facilities for graduates in residence.
Younger students share accommodations, generally with two students of the same class in a room. Older students are given the choice to room alone, and most do. Following graduation, many will retain a small separate apartment with dining hall privileges on the campus.
== Criticism of the Magisterium system ==
===== The Violet Laws =====
Originally the Magisterium was open to all who demonstrated some degree of magical aptitude. However, following revolts from peasant magic users, the Appropriate Use of Magic Act (commonly referred to as the Violet Laws) was put into effect. It had been determined that the highest concentrations of magical aptitude were seen in violet-eyed children, so it was ruled they should be the only students at the Magisterium. “Unauthorized use” of magic was banned, and inquisitions began to end folk magic practices in the population.
More recent research out of Levania shows that the violet eyed trait is only particularly prevalent in women. Men with considerable magical aptitude may not have violet eyes at all. This accounts for the gender disparity seen amongst Magisterium students.
===== Relations amongst students =====
The Magisterium has drawn heavy criticism for its tacit encouragement of casual sexual relations amongst the student population. These relationships are very casual and noncommittal and, due to gender disparities, frequently involve same-sex relations. Female students often do not see these relationships as romantic, do not view themselves as lesbians, and will go on to have male partners and marriages.
The criticism does not come out of homophobia, which isn’t particularly common in Voriland. Rather, most of the population does not support casual sexual relations in any form. It is largely considered part of the outrage that magic-users generally have the ability to self-abort.
8ee31bf7988d1cc7c169e46dbe7c582028344869
17
16
2023-11-08T17:18:43Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Magisterium.jpg|right|thumb|The Magisterium campus in Ya'zni]]
The Magisterium is the only officially sanctioned school of magic in Voriland. Only graduates of the school can legally practice magic. The campus is based in the capital of Voriland, [[Ya'zni]].
Notable alumni:
* [[Lida]]
* Sella
* [[Lynis Ostraug]] (also faculty at the school)
== Education and student life ==
===== Curriculum =====
Students enter into the school at the age of eleven and spend three years as a general class learning magic. At this point they are divided into two groups and are trained parallel to each other for another five years. This categorization is largely dependent on whether they have the ability to heal only themselves or heal others as well. Rarely, a student’s preferences will also be taken into account.
Students that have the ability to heal others become [[Medic (class)|medics]] and are trained specifically for the role. After graduation, they take roles in medical establishments and in rural communities.
Students that do not have the ability to heal others become [[Praetor (class)|praetors]] and undergo more diverse training to take on roles in diplomacy, protection, government, and inquisition.
After their formal education ends, they are required to shadow more experienced praetors and medics, depending on their class, for a minimum of two years before graduation. At this time, they can select roles and receive a salary or leave the Magisterium entirely and practice magic independently. Most opt to remain in the Magisterium system.
===== Facilities =====
The Magisterium is located on a large specially-built campus in Yahzni. It is designed to hold up to 3000 boarding students, with additional offices, apartments, and other facilities for graduates in residence.
Younger students share accommodations, generally with two students of the same class in a room. Older students are given the choice to room alone, and most do. Following graduation, many will retain a small separate apartment with dining hall privileges on the campus.
== Criticism of the Magisterium system ==
===== The Violet Laws =====
Originally the Magisterium was open to all who demonstrated some degree of magical aptitude. However, following revolts from peasant magic users, the Appropriate Use of Magic Act (commonly referred to as the Violet Laws) was put into effect. It had been determined that the highest concentrations of magical aptitude were seen in violet-eyed children, so it was ruled they should be the only students at the Magisterium. “Unauthorized use” of magic was banned, and inquisitions began to end folk magic practices in the population.
More recent research out of Levania shows that the violet eyed trait is only particularly prevalent in women. Men with considerable magical aptitude may not have violet eyes at all. This accounts for the gender disparity seen amongst Magisterium students.
===== Relations amongst students =====
The Magisterium has drawn heavy criticism for its tacit encouragement of casual sexual relations amongst the student population. These relationships are very casual and noncommittal and, due to gender disparities, frequently involve same-sex relations. Female students often do not see these relationships as romantic, do not view themselves as lesbians, and will go on to have male partners and marriages.
The criticism does not come out of homophobia, which isn’t particularly common in Voriland. Rather, most of the population does not support casual sexual relations in any form. It is largely considered part of the outrage that magic-users generally have the ability to self-abort.
adef9b8d9ab7fddcd49a9dd7c8bfdbfa8e3be9ca
File:Teo Hillicks.jpg
6
5
10
2023-11-08T16:54:00Z
Katesquirrel
2
wikitext
text/x-wiki
Base image of Teo Hillick's face.
d5c8e952f9753615f131ff3ebc3a0e2af7105f4f
Teo Hillicks
0
6
11
2023-11-08T16:54:43Z
Katesquirrel
2
Original page creation and information through the start of the book.
wikitext
text/x-wiki
[[File:Teo Hillicks.jpg|thumb|right|Teo Hillicks in Velliset]]
Teo Rodgarr Hillicks is the former captain of the queensguard, former hand of Lynis Ostraug, and current hand of Lida. He is the youngest head of the queensguard, appointed by Queen Hepestia at age 23, a role he held until the aged queen's death. He was immediately and violently sacked by her son, King Aderno, and fell into obscurity until hired by Lynis Ostraug. At his death, he chose to transport his last will and testament to Lida, where he remained as her hand.
===== Appearance =====
Teo is a human in his thirties, with a stocky muscular build. He has brown eyes and a prominent nose. His hair and beard is black, starting to gray, and of medium length, though he keeps his beard trimmed neat and short. His body bears considerable scars from his injuries. When traveling or anticipating combat, he wears leather armor with bracers and greaves and is known for using two shortswords simultaneously.
===== Personality =====
During his time in the queensguard, Teo was very cocky and somewhat arrogant. He didn't realize at that time he held the role because of nepotism, though he was an excellent fighter. When he was removed, he sustained multiple severe injuries, including broken bones, a punctured lung, and a concussion, and was denied the services of a medic, which meant he never fully recovered physically. This was a great humbling for him, and he now is never too confident of his abilities and painfully aware he moves a little slower than he used to.
Despite this, Teo is known for being committed to his work and who he chooses to ally himself with. He is capable, dependable, kind, with an honest gentleness about himself. When he and Lida take on Maeva and travel with her, he becomes very protective of her in a paternal way, recognizing that he is old enough to be her father and is frustrated that he alone cannot sufficiently protect her.
== Early life ==
===== Childhood in the palace =====
Teo's mother, Egva, was the personal cook for Queen Hepestia and the two enjoyed a kind, warm friendship. Egva Hillicks never disclosed who his father was. Her relationship with the queen had tremendous perks for Teo, and the Hepestia took special care to have him educated alongside her own children. When he was old enough, she ensured his place in the military academy. While he was away at training during his seventeenth summer, his mother was bucked from her horse while traveling with Queen Hepestia and died before a medic could attend to her. This was a tremendous blow to both Teo and Hepestia and their bond deepened as a result, with Hepestia taking even more care with him.
===== Queensguard years =====
Following his graduation from the academy at age 20, Queen Hepestia requested him to captain her guard, which was met with widespread criticism, especially by her eldest son. This was blocked for three years, as he was too young and inexperienced to qualify, and he was sent on a number of important assignments and held various interim roles until he was judged capable enough.
During his time as captain, he was very committed to his work and foiled two major attempts on the queen's life. However, he never got on well with older members of the queensguard, who resented him for being handed a role they had worked their entire lives for. Successfully leading men was also a learning curve for Teo, but eventually he became quite good at it.
Teo had never struggled with women, but following his appointment a number of girls started expressing interest in them. He became committed to a young woman named Alicka, the daughter of the retired head of city protections, with plans to marry after he secured his pensions.
===== Sacking =====
Queen Hepestia died at the age of 68 when Teo was 28. Rumors swirled that it was poison, but no evidence was found. Officially her heart had failed. Her eldest son, the new king of Voriland, immediately called for Teo to be sacked. He refused to allow him to lead his new kingsguard. Various disgruntled elder guardsmen followed and Teo was physically removed from his office and brutally beaten the day following Hepestia's death. He was left to die in the dirt in the back of the palace grounds, where he was found by a friend of his mother's, another palace employee, and she had her husband move Teo back to their apartments secretly. They could not afford the services of a medic, but she nursed him back to health slowly.
When he was well enough, he asked for Alicka, but Alicka had gotten word of his removal, correctly inferring he would no longer have his pension, and refused to come see him, breaking off their engagement. He never saw her again. A few years later, he heard she had quickly become engaged to a top merchant in Ya'zni and married him.
The six years following this were a tremendous struggle for Teo. He struggled to regain his strength and physicality because of the extent of his injuries. His reputation had been badly destroyed and it was difficult to find legitimate work. He lived in the tenements, had started drinking, and was seriously considering leaving the capital entirely.
===== As Lynis Ostraug's Hand =====
Teo met Lynis Ostraug in a tavern one evening when he was very depressed. Lynis spent several hours talking to him, listening to his story, and hired him that evening. He functioned as his hand -- an informal catchall position typically involving personal assistant, courier, and additional body while traveling. It was a considerable drop in status from queensguard captain, but a tremendous improvement from the odd jobs Teo had been doing, and he was very appreciate of the work and performed diligently. Mostly it entailed helping him manage his Magisterium duties, as he was teaching during this time, but also involved transporting unknown sealed documents related to his espionage for Levania, but Teo was not aware of this.
Ostraug respected him and did not believe the reputation he had, knowing the kind of man the new king was. He hired him because of his tremendous skill with a blade even after his injuries. He came to appreciate Teo's integrity and discretion and provided for him well in his will, but Teo did not know this until after his death.
===== After Lynis Ostraug's Death =====
While Teo is off couriering, Ostraug is poisoned at a dinner party and dies. Anticipating this as a potential outcome, Ostraug had devised a plan with Teo that in the event of his death he transport his last will and testament to Lida in exile in Velliset. Teo did not anticipate Ostraug would die while serving as his hand and is devastated, but he goes as agreed.
This is where Teo's story begins in the book. In Velliset, he meets Lida and discovers her terrible mismanagement of the Velliset militia. They are so resentful of her that, under the guise of protecting their village, they beat him when he comes from the capital asking to meet with her. But he understands them in their resentment and decides to stay, helping to train the militia men and serving as her hand.
Lida discovered through Ostraug's will that he was a spy for Levania, which is a considerable shock to them both, and he requests she travel to Marcheon to meet with his informant and continue his work. After some thought, she agrees, but wants the militia able to stand on its own without her, delaying their departure.
===== Traveling to Marcheon =====
Placeholder. Will be continued.
===== Traveling to Levania =====
Also a placeholder. Will be continued.
758d385f76debca5b55be4465474a7c45e0009fc
12
11
2023-11-08T16:59:58Z
Katesquirrel
2
Added links to various wiki pages.
wikitext
text/x-wiki
[[File:Teo Hillicks.jpg|thumb|right|Teo Hillicks in Velliset]]
Teo Rodgarr Hillicks is the former captain of the [[Queensguard/kingsguard (of Voriland)|queensguard]], former hand of [[Lynis Ostraug]], and current hand of [[Lida]]. He is the youngest head of the queensguard, appointed by [[Queen Hepestia]] at age 23, a role he held until the aged queen's death. He was immediately and violently sacked by her son, [[King Aderno]], and fell into obscurity until hired by Lynis Ostraug. At his death, he chose to transport his last will and testament to Lida, where he remained as her hand.
===== Appearance =====
Teo is a human in his thirties, with a stocky muscular build. He has brown eyes and a prominent nose. His hair and beard is black, starting to gray, and of medium length, though he keeps his beard trimmed neat and short. His body bears considerable scars from his injuries. When traveling or anticipating combat, he wears leather armor with bracers and greaves and is known for using two shortswords simultaneously.
===== Personality =====
During his time in the queensguard, Teo was very cocky and somewhat arrogant. He didn't realize at that time he held the role because of nepotism, though he was an excellent fighter. When he was removed, he sustained multiple severe injuries, including broken bones, a punctured lung, and a concussion, and was denied the services of a medic, which meant he never fully recovered physically. This was a great humbling for him, and he now is never too confident of his abilities and painfully aware he moves a little slower than he used to.
Despite this, Teo is known for being committed to his work and who he chooses to ally himself with. He is capable, dependable, kind, with an honest gentleness about himself. When he and Lida take on [[Maeva]] and travel with her, he becomes very protective of her in a paternal way, recognizing that he is old enough to be her father and is frustrated that he alone cannot sufficiently protect her.
== Early life ==
===== Childhood in the palace =====
Teo's mother, [[Egva]], was the personal cook for Queen Hepestia and the two enjoyed a kind, warm friendship. Egva Hillicks never disclosed who his father was. Her relationship with the queen had tremendous perks for Teo, and the Hepestia took special care to have him educated alongside her own children. When he was old enough, she ensured his place in the military academy. While he was away at training during his seventeenth summer, his mother was bucked from her horse while traveling with Queen Hepestia and died before a medic could attend to her. This was a tremendous blow to both Teo and Hepestia and their bond deepened as a result, with Hepestia taking even more care with him.
===== Queensguard years =====
Following his graduation from the academy at age 20, Queen Hepestia requested him to captain her guard, which was met with widespread criticism, especially by her eldest son. This was blocked for three years, as he was considered too young and inexperienced to qualify, and he was sent on a number of important assignments and held various interim roles until he was judged capable enough.
During his time as captain, he was very committed to his work and foiled two major attempts on the queen's life. However, he never got on well with older members of the queensguard, who resented him for being handed a role they had worked their entire lives for. Successfully leading men was also a learning curve for Teo, but eventually he became quite good at it.
Teo had never struggled with women, but following his appointment a number of girls started expressing interest in them. He became committed to a young woman named Alicka, the daughter of the retired head of city protections, with plans to marry after he secured his pensions.
===== Sacking =====
Queen Hepestia died at the age of 68 when Teo was 28. Rumors swirled that it was poison, but no evidence was found. Officially her heart had failed. Her eldest son, the new king of Voriland, immediately called for Teo to be sacked. He refused to allow him to lead his new kingsguard. Various disgruntled elder guardsmen followed and Teo was physically removed from his office and brutally beaten the day following Hepestia's death. He was left to die in the dirt in the back of the palace grounds, where he was found by a friend of his mother's, another palace employee, and she had her husband move Teo back to their apartments secretly. They could not afford the services of a medic, but she nursed him back to health slowly.
When he was well enough, he asked for Alicka, but Alicka had gotten word of his removal, correctly inferring he would no longer have his pension, and refused to come see him, breaking off their engagement. He never saw her again. A few years later, he heard she had quickly become engaged to a top merchant in [[Ya'zni]] and married him.
The six years following this were a tremendous struggle for Teo. He struggled to regain his strength and physicality because of the extent of his injuries. His reputation had been badly destroyed and it was difficult to find legitimate work. He lived in the tenements, had started drinking, and was seriously considering leaving the capital entirely.
===== As Lynis Ostraug's Hand =====
Teo met Lynis Ostraug in a tavern one evening when he was very depressed. Lynis spent several hours talking to him, listening to his story, and hired him that evening. He functioned as his hand -- an informal catchall position typically involving personal assistant, courier, and additional body while traveling. It was a considerable drop in status from queensguard captain, but a tremendous improvement from the odd jobs Teo had been doing, and he was very appreciate of the work and performed diligently. Mostly it entailed helping him manage his Magisterium duties, as he was teaching during this time, but also involved transporting unknown sealed documents related to his espionage for [[Levania]], but Teo was not aware of this.
Ostraug respected him and did not believe the reputation he had, knowing the kind of man the new king was. He hired him because of his tremendous skill with a blade even after his injuries. He came to appreciate Teo's integrity and discretion and provided for him well in his will, but Teo did not know this until after his death.
===== After Lynis Ostraug's Death =====
While Teo is off couriering, Ostraug is poisoned at a dinner party and dies. Anticipating this as a potential outcome, Ostraug had devised a plan with Teo that in the event of his death he transport his last will and testament to Lida in exile in [[Velliset]]. Teo did not anticipate Ostraug would die while serving as his hand and is devastated, but he goes as agreed.
This is where Teo's story begins in the book. In Velliset, he meets Lida and discovers her terrible mismanagement of the Velliset militia. They are so resentful of her that, under the guise of protecting their village, they beat him when he comes from the capital asking to meet with her. But he understands them in their resentment and decides to stay, helping to train the militia men and serving as her hand.
Lida discovered through Ostraug's will that he was a spy for Levania, which is a considerable shock to them both, and he requests she travel to [[Marcheon]] to meet with his informant and continue his work. After some thought, she agrees, but wants the militia able to stand on its own without her, delaying their departure.
===== Traveling to Marcheon =====
Placeholder. Will be continued.
===== Traveling to Levania =====
Also a placeholder. Will be continued.
aa3d3ee2ee661aa5ce54d86a5945c114d2ff9509
13
12
2023-11-08T17:01:35Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Teo Hillicks.jpg|thumb|right|Teo Hillicks in Velliset]]
Teo Rodgarr Hillicks is the former captain of the [[Queensguard/kingsguard (of Voriland)|queensguard]], former hand of [[Lynis Ostraug]], and current hand of [[Lida]]. He is the youngest head of the queensguard, appointed by [[Queen Hepestia]] at age 23, a role he held until the aged queen's death. He was immediately and violently sacked by her son, [[King Aderno]], and fell into obscurity until hired by Lynis Ostraug. At his death, he chose to transport his last will and testament to Lida, where he remained as her hand.
===== Appearance =====
Teo is a human in his thirties, with a stocky muscular build. He has brown eyes and a prominent nose. His hair and beard is black, starting to gray, and of medium length, though he keeps his beard trimmed neat and short. His body bears considerable scars from his injuries. When traveling or anticipating combat, he wears leather armor with bracers and greaves and is known for using two shortswords simultaneously.
===== Personality =====
During his time in the queensguard, Teo was very cocky and somewhat arrogant. He didn't realize at that time he held the role because of nepotism, though he was an excellent fighter. When he was removed, he sustained multiple severe injuries, including broken bones, a punctured lung, and a concussion, and was denied the services of a medic, which meant he never fully recovered physically. This was a great humbling for him, and he now is never too confident of his abilities and painfully aware he moves a little slower than he used to.
Despite this, Teo is known for being committed to his work and who he chooses to ally himself with. He is capable, dependable, kind, with an honest gentleness about himself. When he and Lida take on [[Maeva]] and travel with her, he becomes very protective of her in a paternal way, recognizing that he is old enough to be her father and is frustrated that he alone cannot sufficiently protect her.
== Early life ==
===== Childhood in the palace =====
Teo's mother, [[Egva]], was the personal cook for Queen Hepestia and the two enjoyed a kind, warm friendship. Egva Hillicks never disclosed who his father was. Her relationship with the queen had tremendous perks for Teo, and the Hepestia took special care to have him educated alongside her own children. When he was old enough, she ensured his place in the military academy. While he was away at training during his seventeenth summer, his mother was bucked from her horse while traveling with Queen Hepestia and died before a medic could attend to her. This was a tremendous blow to both Teo and Hepestia and their bond deepened as a result, with Hepestia taking even more care with him.
===== Queensguard years =====
Following his graduation from the academy at age 20, Queen Hepestia requested him to captain her guard, which was met with widespread criticism, especially by her eldest son. This was blocked for three years, as he was considered too young and inexperienced to qualify, and he was sent on a number of important assignments and held various interim roles until he was judged capable enough.
During his time as captain, he was very committed to his work and foiled two major attempts on the queen's life. However, he never got on well with older members of the queensguard, who resented him for being handed a role they had worked their entire lives for. Successfully leading men was also a learning curve for Teo, but eventually he became quite good at it.
Teo had never struggled with women, but following his appointment a number of girls started expressing interest in them. He became committed to a young woman named Alicka, the daughter of the retired head of city protections, with plans to marry after he secured his pensions.
===== Sacking =====
Queen Hepestia died at the age of 68 when Teo was 28. Rumors swirled that it was poison, but no evidence was found. Officially her heart had failed. Her eldest son, the new king of Voriland, immediately called for Teo to be sacked. He refused to allow him to lead his new kingsguard. Various disgruntled elder guardsmen followed and Teo was physically removed from his office and brutally beaten the day following Hepestia's death. He was left to die in the dirt in the back of the palace grounds, where he was found by a friend of his mother's, another palace employee, and she had her husband move Teo back to their apartments secretly. They could not afford the services of a medic, but she nursed him back to health slowly.
When he was well enough, he asked for Alicka, but Alicka had gotten word of his removal, correctly inferring he would no longer have his pension, and refused to come see him, breaking off their engagement. He never saw her again. A few years later, he heard she had quickly become engaged to a top merchant in [[Ya'zni]] and married him.
The six years following this were a tremendous struggle for Teo. He struggled to regain his strength and physicality because of the extent of his injuries. His reputation had been badly destroyed and it was difficult to find legitimate work. He lived in the tenements, had started drinking, and was seriously considering leaving the capital entirely.
== Post-queensguard ==
===== As Lynis Ostraug's Hand =====
Teo met Lynis Ostraug in a tavern one evening when he was very depressed. Lynis spent several hours talking to him, listening to his story, and hired him that evening. He functioned as his hand -- an informal catchall position typically involving personal assistant, courier, and additional body while traveling. It was a considerable drop in status from queensguard captain, but a tremendous improvement from the odd jobs Teo had been doing, and he was very appreciate of the work and performed diligently. Mostly it entailed helping him manage his Magisterium duties, as he was teaching during this time, but also involved transporting unknown sealed documents related to his espionage for [[Levania]], but Teo was not aware of this.
Ostraug respected him and did not believe the reputation he had, knowing the kind of man the new king was. He hired him because of his tremendous skill with a blade even after his injuries. He came to appreciate Teo's integrity and discretion and provided for him well in his will, but Teo did not know this until after his death.
===== After Lynis Ostraug's Death =====
While Teo is off couriering, Ostraug is poisoned at a dinner party and dies. Anticipating this as a potential outcome, Ostraug had devised a plan with Teo that in the event of his death he transport his last will and testament to Lida in exile in [[Velliset]]. Teo did not anticipate Ostraug would die while serving as his hand and is devastated, but he goes as agreed.
This is where Teo's story begins in the book. In Velliset, he meets Lida and discovers her terrible mismanagement of the Velliset militia. They are so resentful of her that, under the guise of protecting their village, they beat him when he comes from the capital asking to meet with her. But he understands them in their resentment and decides to stay, helping to train the militia men and serving as her hand.
Lida discovered through Ostraug's will that he was a spy for Levania, which is a considerable shock to them both, and he requests she travel to [[Marcheon]] to meet with his informant and continue his work. After some thought, she agrees, but wants the militia able to stand on its own without her, delaying their departure.
===== Traveling to Marcheon =====
Placeholder. Will be continued.
===== Traveling to Levania =====
Also a placeholder. Will be continued.
7488fbb4fefad292bca41b6fbb851a7ede883052
File:Magisterium.jpg
6
7
14
2023-11-08T17:15:23Z
Katesquirrel
2
wikitext
text/x-wiki
The Magisterium in Ya'zni, a magic school on a large sprawling campus.
07266a8c89f8c2c5c24afd798000d624b529132c
File:Spod the Silent.jpg
6
8
18
2023-11-08T17:20:22Z
Katesquirrel
2
wikitext
text/x-wiki
Spod the Silent, a bald, red-bearded dwarf.
f89be519ce2364a27d8cc3449a3158c1f599d2d3
Spod the Silent
0
9
19
2023-11-08T17:26:05Z
Katesquirrel
2
Created page with "[[File:Spod the Silent.jpg|thumb|right|Spod the Silent]] Spod, commonly known as '''Spod the Silent''', is a [[Dwarf (species)|dwarf]] born at [[Dwarven Salvation]] and later sold into the gladiator circuit at [[Clearwater]]. In his early thirties, he was sold to Lida as protection for Maeva, at which time he was released as a free man and salaried. Spod is notable for not having a tongue, as his mother cut it out of him as a baby because she couldn't handle his crying...."
wikitext
text/x-wiki
[[File:Spod the Silent.jpg|thumb|right|Spod the Silent]]
Spod, commonly known as '''Spod the Silent''', is a [[Dwarf (species)|dwarf]] born at [[Dwarven Salvation]] and later sold into the gladiator circuit at [[Clearwater]]. In his early thirties, he was sold to Lida as protection for Maeva, at which time he was released as a free man and salaried.
Spod is notable for not having a tongue, as his mother cut it out of him as a baby because she couldn't handle his crying. Despite this, he is a prolific written communicator, holding conversations through writing. Later, he and Maeva will develop a form of sign language to communicate. He also writes poetry.
(Spod will be getting his own comprehensive page.)
24af0c18f80495551e3da468e380a0043ea7b4ac
20
19
2023-11-08T17:28:05Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Spod the Silent.jpg|thumb|right|Spod the Silent]]
Spod, commonly known as '''Spod the Silent''', is a [[Dwarf (species)|dwarf]] born at [[Dwarven Salvation]] and later sold as a [[Slavery in Voriland|slave]] into the gladiator circuit at [[Clearwater]]. In his early thirties, he was sold to [[Lida]] as protection for [[Maeva]], at which time he was released as a free man and salaried.
Spod is notable for not having a tongue, as his mother cut it out of him as a baby because she couldn't handle his crying. Despite this, he is a prolific written communicator, holding conversations through writing. Later, he and Maeva will develop a form of sign language to communicate. He also writes poetry.
(Spod will be getting his own comprehensive page.)
f4c15161561ebd5192da44ba5fe77b1fc4af2b10
File:Lida face.jpg
6
10
21
2023-11-08T17:30:47Z
Katesquirrel
2
wikitext
text/x-wiki
Lida's face (most accurate representation)
d39225c7142e8635dabf35a4f6a8f23430eac0ca
Stuff Happening
0
11
24
2023-11-08T17:42:52Z
Katesquirrel
2
Created page with "==== New edits: ==== * Created the wiki. (Hi!) * Good documentation for [[Teo Hillicks]] and [[Magisterium]] * Partial documentation for [[Lida]] * Placeholder documentation for [[Spod the Silent]] ==== Upcoming: ==== * Goal of 25 placeholder pages with minimal documentation * Getting Joe in here to do DM magic and review"
wikitext
text/x-wiki
==== New edits: ====
* Created the wiki. (Hi!)
* Good documentation for [[Teo Hillicks]] and [[Magisterium]]
* Partial documentation for [[Lida]]
* Placeholder documentation for [[Spod the Silent]]
==== Upcoming: ====
* Goal of 25 placeholder pages with minimal documentation
* Getting Joe in here to do DM magic and review
f9f8ea3d4915ed9d55b7eb735aab1fddb4be93a1
Classes and races
0
12
25
2023-11-08T18:10:09Z
Katesquirrel
2
Created page with "===== Races we've got: ===== * [[Human (species)|Humans]]. Lots of humans. The continent of Voriland is mostly human. Humans in this world are genetically modified dwarves (but that's not character knowledge). * [[Dwarf (species)|Dwarves]]. There's a colony of dwarves on the northeast (right) side of [[Voriland (continent)|Voriland]] known as [[Dwarven Salvation]] and an entirely separate continent of dwarves. Dwarves probably make up around 5-10% of the Vorish populatio..."
wikitext
text/x-wiki
===== Races we've got: =====
* [[Human (species)|Humans]]. Lots of humans. The continent of Voriland is mostly human. Humans in this world are genetically modified dwarves (but that's not character knowledge).
* [[Dwarf (species)|Dwarves]]. There's a colony of dwarves on the northeast (right) side of [[Voriland (continent)|Voriland]] known as [[Dwarven Salvation]] and an entirely separate continent of dwarves. Dwarves probably make up around 5-10% of the Vorish population, depending on where you are. They are, stereotypically, often in roles related to mining and fighting, and greater numbers are found in related areas, along with urban spaces.
* [[Succubus/incubus (species/class)|Succubi and incubi]]. A hybrid race-class in this setting. Succubi and incubi in this world are actually generally good-aligned and take on roles that are therapeutic in nature. They are somewhat cryptid-like, with many people vaguely aware of their existence. Most of the population has probably seen at least one but would never know it. Many succubi/incubi work in Somni Halls. Some are sex workers in urban areas or function in therapist-adjacent ways.
* [[Fairy (species)|Feyfolk]]. Not capricious like typically fey, fairies typically spend their whole lives in Marcheon as artists and craftspeople. A few may venture into Voriland and reside in the major cities, but most people have never seen a fairy. Their existence is commonly recognized, however, and not mystified like succubi/incubi. CANNOT BE PRAETOR/MEDIC.
* [[Merfolk (species)|Merfolk]]. YOU CAN'T BE A MERFOLK. NOBODY KNOWS THEY EXIST. (Unless I can convince Joe to do an underwater one shot.)
===== Classes we've got: =====
Remember, if you choose to be a succubus/incubus, ''your race is also your class''.
* [[Praetor (class)|Praetors]]. Only legally-sanctioned offensive magic user class in Voriland. Based on the kineticist class in Pathfinder.
* [[Medic (class)|Medics]]. Only legally-sanctioned healing magic class in Voriland.
* Additional classes are available. I will be updating this page when I have it figured out.
9a7f4ce14c32447d745e965d8b5ec7a680836af4
File:Voriland full continent.jpg
6
13
26
2023-11-09T09:00:05Z
Katesquirrel
2
wikitext
text/x-wiki
A map of the entire continent of Voriland.
9006b85fe7821f53990d45790887181dc28bd254
Voriland (continent)
0
14
27
2023-11-09T09:11:31Z
Katesquirrel
2
Created page with "''This page references the continent of Voriland, not the [[Voriland (government)|government of Voriland]].'' [[File:Voriland full continent.jpg|thumb|center|The entire continent of Voriland]] The continent of Voriland consists of many small-scale biomes. The main continent spans roughly 3700 miles at its longest point."
wikitext
text/x-wiki
''This page references the continent of Voriland, not the [[Voriland (government)|government of Voriland]].''
[[File:Voriland full continent.jpg|thumb|center|The entire continent of Voriland]]
The continent of Voriland consists of many small-scale biomes. The main continent spans roughly 3700 miles at its longest point.
9c8b53bbe371420a35ba22b1b138ac6bd7234383
Succubus/incubus (species/class)
0
15
28
2023-11-09T16:53:47Z
Katesquirrel
2
Created page with "Succubi/incubi are gray-skinned humanoid creatures that almost resemble hairless cats in appearance. They have a long forked tail, sharp pointed teeth, and catlike eyes. Many people have seen at least one in their lives, but they wouldn't know it, as succubi/incubi use telepathy to take on human forms almost constantly. They have near-cryptid levels of infamy. Most succubi/incubi are good-aligned and use their abilities in therapeutic ways. Most live at and run the So..."
wikitext
text/x-wiki
Succubi/incubi are gray-skinned humanoid creatures that almost resemble hairless cats in appearance. They have a long forked tail, sharp pointed teeth, and catlike eyes. Many people have seen at least one in their lives, but they wouldn't know it, as succubi/incubi use telepathy to take on human forms almost constantly. They have near-cryptid levels of infamy.
Most succubi/incubi are good-aligned and use their abilities in therapeutic ways. Most live at and run the [[Somni Halls]], engage in sex work in major cities (to much criticism), or take on roles related to diplomacy and healing. They are generally well-meaning, if a bit scattered and chaotic, and do their best to help people even though many are clearly prejudiced against them.
== Pathfinder succubi/incubi ==
===== Base Stats =====
'''Hit Points at Level 1:''' 6
'''Size:''' Medium
'''Speed:''' 25 feet
'''Ability Boosts:''' Charisma, Wisdom
'''Languages:''' Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive).
Succubi/incubi can also communicate with others of their species telepathically (as a replacement for the species having its own language, which it canonically wouldn't).
'''Low-Light Vision:''' You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
b611b2a097199e05670b7eaeb46efc661abf70a7
29
28
2023-11-09T16:54:33Z
Katesquirrel
2
wikitext
text/x-wiki
Succubi/incubi are gray-skinned humanoid creatures that almost resemble hairless cats in appearance. They have a long forked tail, sharp pointed teeth, and catlike eyes. Many people have seen at least one in their lives, but they wouldn't know it, as succubi/incubi use telepathy to take on human forms almost constantly. They have near-cryptid levels of infamy.
Most succubi/incubi are good-aligned and use their abilities in therapeutic ways. Most live at and run the [[Somni Halls]], engage in sex work in major cities (to much criticism), or take on roles related to diplomacy and healing. They are generally well-meaning, if a bit scattered and chaotic, and do their best to help people even though many are clearly prejudiced against them.
== Pathfinder succubi/incubi ==
===== Base Stats =====
'''Hit Points at Level 1:''' 6<br>
'''Size:''' Medium<br>
'''Speed:''' 25 feet<br>
'''Ability Boosts:''' Charisma, Wisdom<br>
'''Languages:''' Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive).<br>
Succubi/incubi can also communicate with others of their species telepathically (as a replacement for the species having its own language, which it canonically wouldn't).<br>
'''Low-Light Vision:''' You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
a646ec18d042a2035b930dea4880e3919d252269
30
29
2023-11-09T17:09:05Z
Katesquirrel
2
/* Base Stats */
wikitext
text/x-wiki
Succubi/incubi are gray-skinned humanoid creatures that almost resemble hairless cats in appearance. They have a long forked tail, sharp pointed teeth, and catlike eyes. Many people have seen at least one in their lives, but they wouldn't know it, as succubi/incubi use telepathy to take on human forms almost constantly. They have near-cryptid levels of infamy.
Most succubi/incubi are good-aligned and use their abilities in therapeutic ways. Most live at and run the [[Somni Halls]], engage in sex work in major cities (to much criticism), or take on roles related to diplomacy and healing. They are generally well-meaning, if a bit scattered and chaotic, and do their best to help people even though many are clearly prejudiced against them.
== Pathfinder succubi/incubi ==
===== ''Base Stats'' =====
'''Hit Points at Level 1:''' 6<br>
'''Size:''' Medium<br>
'''Speed:''' 25 feet<br>
'''Ability Boosts:''' Charisma, Wisdom<br>
'''Languages:''' Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive).<br>
Succubi/incubi can also communicate with others of their species telepathically (as a replacement for the species having its own language, which it canonically wouldn't).<br>
'''Low-Light Vision:''' You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
41aa0130bdd67dcf2be15d6c72d2c6e4bac001fa
31
30
2023-11-09T17:37:33Z
Katesquirrel
2
wikitext
text/x-wiki
Succubi/incubi are gray-skinned humanoid creatures that almost resemble hairless cats in appearance. They have a long forked tail, sharp pointed teeth, and catlike eyes. Many people have seen at least one in their lives, but they wouldn't know it, as succubi/incubi use telepathy to take on human forms almost constantly. They have near-cryptid levels of infamy.
Most succubi/incubi are good-aligned and use their abilities in therapeutic ways. Most live at and run the [[Somni Halls]], engage in sex work in major cities (to much criticism), or take on roles related to diplomacy and healing. They are generally well-meaning, if a bit scattered and chaotic, and do their best to help people even though many are clearly prejudiced against them.
== Pathfinder succubi/incubi ==
===== ''Base Stats'' =====
'''Hit Points at Level 1:''' 6<br>
'''Size:''' Medium<br>
'''Speed:''' 25 feet<br>
'''Ability Boosts:''' Charisma, Wisdom<br>
'''Languages:''' Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive).<br>
Succubi/incubi can also communicate with others of their species telepathically (as a replacement for the species having its own language, which it canonically wouldn't).<br>
'''Low-Light Vision:''' You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
===== ''Available Ancestry Feats' =====
You can select from the following feats at level 1. They are mechanically appropriate but the lore justification may be slightly modified. If a feat is listed as "needs revision", please reach out to Joe.<br>
Arcane Tattoos, Astrology, Cooperative Nature, Courteous Comeback, General Training, Haughty Obstinancy, Keep Up Appearances, Know Oneself, Natural Ambition, Natural Skill, Unconventional Weaponry, Viking Shieldbearer, Adapted Cantrip, Sociable
{| class="wikitable"
|+ Human Ancestry Feats Available for Succubi/Incubi
|-
! Name !! Description
|-
| Arcane Tattoos || Uncommon. You have tattoos on your body. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. ''Needs revision.''
|-
| Astrology || (Uncommon. Few in Voriland use astrology.) '''Requirements:''' You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day.<br>
You recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check. Available up to 3x per day.
|-
| Cooperative Nature || ''Suggested.'' Succubi/incubi often have a very cooperative nature and seek to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
|-
| Courteous Comeback || ''Suggested.'' You must be in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month. When you critically fail a Diplomacy check, reroll the triggering Diplomacy check, using the second result.
|-
| General Training || Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. You can select this feat multiple times, choosing a different feat each time.
|-
| Haughty Obstinancy || ''Suggested.'' Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
|-
| Keep Up Appearances || ''Suggested.'' When you are affected by an emotion effect, roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.
|-
| Know Oneself || ''Suggested.'' When you roll a critical failure on a saving throw against an emotion effect, you center yourself and call to mind your intuitive understanding of emotions and their effects. You fail the save against the emotion effect instead of critically failing.
|-
| Natural Ambition || You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
|-
| Natural Skill || Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
|-
| Unconventional Weaponry || You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.
|-
| Viking Shieldbearer || (Very uncommon. Must be raised in or north of the Tydes Mountains.) You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.
|-
| Adapted Cantrip || Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
|-
| Sociable || (Suggested.) You’re extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in Diplomacy (or another skill of your choice if you were already trained in Diplomacy), and you gain the Hobnobber skill feat.
|}
c33e347b5f6014b54b28535cf6e359f0bd08b477
32
31
2023-11-09T17:38:28Z
Katesquirrel
2
wikitext
text/x-wiki
Succubi/incubi are gray-skinned humanoid creatures that almost resemble hairless cats in appearance. They have a long forked tail, sharp pointed teeth, and catlike eyes. Many people have seen at least one in their lives, but they wouldn't know it, as succubi/incubi use telepathy to take on human forms almost constantly. They have near-cryptid levels of infamy.
Most succubi/incubi are good-aligned and use their abilities in therapeutic ways. Most live at and run the [[Somni Halls]], engage in sex work in major cities (to much criticism), or take on roles related to diplomacy and healing. They are generally well-meaning, if a bit scattered and chaotic, and do their best to help people even though many are clearly prejudiced against them.
== Pathfinder succubi/incubi ==
===== ''Base Stats'' =====
'''Hit Points at Level 1:''' 6<br>
'''Size:''' Medium<br>
'''Speed:''' 25 feet<br>
'''Ability Boosts:''' Charisma, Wisdom<br>
'''Languages:''' Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive).<br>
Succubi/incubi can also communicate with others of their species telepathically (as a replacement for the species having its own language, which it canonically wouldn't).<br>
'''Low-Light Vision:''' You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
===== ''Available Ancestry Feats'' =====
You can select from the following feats at level 1. They are mechanically appropriate but the lore justification may be slightly modified. If a feat is listed as "needs revision", please reach out to Joe.<br>
Arcane Tattoos, Astrology, Cooperative Nature, Courteous Comeback, General Training, Haughty Obstinancy, Keep Up Appearances, Know Oneself, Natural Ambition, Natural Skill, Unconventional Weaponry, Viking Shieldbearer, Adapted Cantrip, Sociable
{| class="wikitable"
|+ Human Ancestry Feats Available for Succubi/Incubi
|-
! Name !! Description
|-
| Arcane Tattoos || Uncommon. You have tattoos on your body. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. ''Needs revision.''
|-
| Astrology || (Uncommon. Few in Voriland use astrology.) '''Requirements:''' You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day.<br>
You recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check. Available up to 3x per day.
|-
| Cooperative Nature || ''Suggested.'' Succubi/incubi often have a very cooperative nature and seek to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
|-
| Courteous Comeback || ''Suggested.'' You must be in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month. When you critically fail a Diplomacy check, reroll the triggering Diplomacy check, using the second result.
|-
| General Training || Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. You can select this feat multiple times, choosing a different feat each time.
|-
| Haughty Obstinancy || ''Suggested.'' Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
|-
| Keep Up Appearances || ''Suggested.'' When you are affected by an emotion effect, roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.
|-
| Know Oneself || ''Suggested.'' When you roll a critical failure on a saving throw against an emotion effect, you center yourself and call to mind your intuitive understanding of emotions and their effects. You fail the save against the emotion effect instead of critically failing.
|-
| Natural Ambition || You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
|-
| Natural Skill || Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
|-
| Unconventional Weaponry || You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.
|-
| Viking Shieldbearer || (Very uncommon. Must be raised in or north of the Tydes Mountains.) You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.
|-
| Adapted Cantrip || Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
|-
| Sociable || (Suggested.) You’re extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in Diplomacy (or another skill of your choice if you were already trained in Diplomacy), and you gain the Hobnobber skill feat.
|}
657db469fb602b17223fa85d958cce7d9b21c7d5
33
32
2023-11-09T17:55:27Z
Katesquirrel
2
wikitext
text/x-wiki
Succubi/incubi are gray-skinned humanoid creatures that almost resemble hairless cats in appearance. They have a long forked tail, sharp pointed teeth, and catlike eyes. Many people have seen at least one in their lives, but they wouldn't know it, as succubi/incubi use telepathy to take on human forms almost constantly. They have near-cryptid levels of infamy.
Most succubi/incubi are good-aligned and use their abilities in therapeutic ways. Most live at and run the [[Somni Halls]], engage in sex work in major cities (to much criticism), or take on roles related to diplomacy and healing. They are generally well-meaning, if a bit scattered and chaotic, and do their best to help people even though many are clearly prejudiced against them.
== Pathfinder succubi/incubi ==
===== ''Base Stats'' =====
'''Hit Points at Level 1:''' 6<br>
'''Size:''' Medium<br>
'''Speed:''' 25 feet<br>
'''Ability Boosts:''' Charisma, Wisdom<br>
'''Languages:''' Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive).<br>
Succubi/incubi can also communicate with others of their species telepathically (as a replacement for the species having its own language, which it canonically wouldn't).<br>
'''Low-Light Vision:''' You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
===== ''Available Ancestry Feats'' =====
You can select from the following feats at level 1. They are mechanically appropriate but the lore justification may be slightly modified. If a feat is listed as "needs revision", please reach out to Joe.<br>
{| class="wikitable"
|+ Human Ancestry Feats Available for Succubi/Incubi
|-
! Name !! Description
|-
| Arcane Tattoos || Uncommon. You have tattoos on your body. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. ''Needs revision.''
|-
| Astrology || (Uncommon. Few in Voriland use astrology.) '''Requirements:''' You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day.<br>
You recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check. Available up to 3x per day.
|-
| Cooperative Nature || ''Suggested.'' Succubi/incubi often have a very cooperative nature and seek to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
|-
| Courteous Comeback || ''Suggested.'' You must be in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month. When you critically fail a Diplomacy check, reroll the triggering Diplomacy check, using the second result.
|-
| General Training || Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. You can select this feat multiple times, choosing a different feat each time.
|-
| Haughty Obstinancy || ''Suggested.'' Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
|-
| Keep Up Appearances || ''Suggested.'' When you are affected by an emotion effect, roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.
|-
| Know Oneself || ''Suggested.'' When you roll a critical failure on a saving throw against an emotion effect, you center yourself and call to mind your intuitive understanding of emotions and their effects. You fail the save against the emotion effect instead of critically failing.
|-
| Natural Ambition || You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
|-
| Natural Skill || Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
|-
| Unconventional Weaponry || You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.
|-
| Viking Shieldbearer || (Very uncommon. Must be raised in or north of the Tydes Mountains.) You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.
|-
| Adapted Cantrip || Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
|-
| Sociable || (Suggested.) You’re extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in Diplomacy (or another skill of your choice if you were already trained in Diplomacy), and you gain the Hobnobber skill feat.
|}
''Other Possible Ancestry Feats from Other Traditions:''
(Tables and more information incoming.)
'''Halfling:'''<br>
Innocuous, Intuitive Cooperation, Unassuming Dedication, Watchful Halfling
'''Goblin:'''<br>
Twitchy, Very Sneaky, Fang Sharpener, Hard Tail
'''Gnome:'''<br>
Empathetic Plea, Gnome Polyglot, Illusion Sense, Natural Performer, Theoretical Acumen, Grim Insight, Vibrant Display
'''Elf:'''<br>
Elemental Wrath(?), Elven Aloofness
'''Dwarf:'''<br>
None.
722ed96acb8635930c1f55690b844469b12f5e76
34
33
2023-11-09T18:20:47Z
Katesquirrel
2
wikitext
text/x-wiki
Succubi/incubi are gray-skinned humanoid creatures that almost resemble hairless cats in appearance. They have a long forked tail, sharp pointed teeth, and catlike eyes. Many people have seen at least one in their lives, but they wouldn't know it, as succubi/incubi use telepathy to take on human forms almost constantly. They have near-cryptid levels of infamy.
Most succubi/incubi are good-aligned and use their abilities in therapeutic ways. Most live at and run the [[Somni Halls]], engage in sex work in major cities (to much criticism), or take on roles related to diplomacy and healing. They are generally well-meaning, if a bit scattered and chaotic, and do their best to help people even though many are clearly prejudiced against them.
== Pathfinder succubi/incubi ==
=== General Information ===
I (Kate) created this base succubus/incubus and did an initial round of edits. This is a weird little one, as technically in the lore it would be the equivalent to both a race and a class, just always together (like if you decided to be human you had to be a Fighter 100% of the time). As it is, I am hoping to fit what makes this species unique into the race features, which I think will entail substantially overhauling/adding to what currently exists below.
In terms of classes, most are open to the succubi/incubi at this time, with the soft exception of Barbarian. Though technically ineligible to be praetors/medics, a very cunning, capable succubus or incubus ''could'' theoretically impersonate a violet-eyed human and graduate from the Magisterium. Talk to Joe about this.
A really good class would probably be Bard, Psychic, Investigator, or Thaumaturge.
You can play this character however you like. Once when conceptualizing it for 5e, I had someone suggest taking a modified vow of poverty as a vow of nudity. You can be normal and just happen to be a succubus/incubus or you can aggressively play it up as a die-hard romantic, sex-crazed and slutty, etc.
===== ''Base Stats'' =====
'''Hit Points at Level 1:''' 6<br>
'''Size:''' Medium<br>
'''Speed:''' 25 feet<br>
'''Ability Boosts:''' Charisma, Wisdom<br>
'''Languages:''' Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive).<br>
Succubi/incubi can also communicate with others of their species telepathically (as a replacement for the species having its own language, which it canonically wouldn't).<br>
'''Low-Light Vision:''' You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
===== ''Available Ancestry Feats'' =====
You can select from the following feats at level 1. They are mechanically appropriate but the lore justification may be slightly modified. If a feat is listed as "needs revision", please reach out to Joe.<br>
{| class="wikitable"
|+ Human Ancestry Feats Available for Succubi/Incubi
|-
! Name !! Description
|-
| Arcane Tattoos || Uncommon. You have tattoos on your body. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. ''Needs revision.''
|-
| Astrology || (Uncommon. Few in Voriland use astrology.) '''Requirements:''' You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day.<br>
You recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check. Available up to 3x per day.
|-
| Cooperative Nature || ''Suggested.'' Succubi/incubi often have a very cooperative nature and seek to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
|-
| Courteous Comeback || ''Suggested.'' You must be in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month. When you critically fail a Diplomacy check, reroll the triggering Diplomacy check, using the second result.
|-
| General Training || Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. You can select this feat multiple times, choosing a different feat each time.
|-
| Haughty Obstinancy || ''Suggested.'' Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
|-
| Keep Up Appearances || ''Suggested.'' When you are affected by an emotion effect, roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.
|-
| Know Oneself || ''Suggested.'' When you roll a critical failure on a saving throw against an emotion effect, you center yourself and call to mind your intuitive understanding of emotions and their effects. You fail the save against the emotion effect instead of critically failing.
|-
| Natural Ambition || You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
|-
| Natural Skill || Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
|-
| Unconventional Weaponry || You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.
|-
| Viking Shieldbearer || (Very uncommon. Must be raised in or north of the Tydes Mountains.) You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.
|-
| Adapted Cantrip || Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
|-
| Sociable || (Suggested.) You’re extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in Diplomacy (or another skill of your choice if you were already trained in Diplomacy), and you gain the Hobnobber skill feat.
|}
''Other Possible Ancestry Feats from Other Traditions:''
(Tables and more information incoming.)
'''Halfling:'''<br>
Innocuous, Intuitive Cooperation, Unassuming Dedication, Watchful Halfling
'''Goblin:'''<br>
Twitchy, Very Sneaky, Fang Sharpener, Hard Tail
'''Gnome:'''<br>
Empathetic Plea, Gnome Polyglot, Illusion Sense, Natural Performer, Theoretical Acumen, Grim Insight, Vibrant Display
'''Elf:'''<br>
Elemental Wrath(?), Elven Aloofness
'''Dwarf:'''<br>
None.
af00857a871bad7f93b214b5f914944cecf489b4
35
34
2023-11-09T18:22:57Z
Katesquirrel
2
wikitext
text/x-wiki
Succubi/incubi are gray-skinned humanoid creatures that almost resemble hairless cats in appearance. They have a long forked tail, sharp pointed teeth, and catlike eyes. Many people have seen at least one in their lives, but they wouldn't know it, as succubi/incubi use telepathy to take on human forms almost constantly. They have near-cryptid levels of infamy.
Most succubi/incubi are good-aligned and use their abilities in therapeutic ways. Most live at and run the [[Somni Halls]], engage in sex work in major cities (to much criticism), or take on roles related to diplomacy and healing. They are generally well-meaning, if a bit scattered and chaotic, and do their best to help people even though many are clearly prejudiced against them.
== Pathfinder succubi/incubi ==
=== General Information ===
I (Kate) created this base succubus/incubus and did an initial round of edits. This is a weird little one, as technically in the lore it would be the equivalent to both a race and a class, just always together (like if you decided to be human you had to be a Fighter 100% of the time). As it is, I am hoping to fit what makes this species unique into the race features, which I think will entail substantially overhauling/adding to what currently exists below.
In terms of classes, most are open to the succubi/incubi at this time, with the soft exception of Barbarian. Though technically ineligible to be [[Praetor (class)|praetors]]/[[Medic (class)|medics]], a very cunning, capable succubus or incubus ''could'' theoretically impersonate a violet-eyed human and graduate from the Magisterium. Talk to Joe about this.
A really good class would probably be Bard, Psychic, Investigator, or Thaumaturge.
You can play this character however you like. Once when conceptualizing it for 5e, I had someone suggest taking a modified vow of poverty as a vow of nudity. You can be normal and just happen to be a succubus/incubus or you can aggressively play it up as a die-hard romantic, sex-crazed and slutty, etc.
===== ''Base Stats'' =====
'''Hit Points at Level 1:''' 6<br>
'''Size:''' Medium<br>
'''Speed:''' 25 feet<br>
'''Ability Boosts:''' Charisma, Wisdom<br>
'''Languages:''' Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive).<br>
Succubi/incubi can also communicate with others of their species telepathically (as a replacement for the species having its own language, which it canonically wouldn't).<br>
'''Low-Light Vision:''' You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
===== ''Available Ancestry Feats'' =====
You can select from the following feats at level 1. They are mechanically appropriate but the lore justification may be slightly modified. If a feat is listed as "needs revision", please reach out to Joe.<br>
{| class="wikitable"
|+ Human Ancestry Feats Available for Succubi/Incubi
|-
! Name !! Description
|-
| Arcane Tattoos || Uncommon. You have tattoos on your body. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. ''Needs revision.''
|-
| Astrology || (Uncommon. Few in Voriland use astrology.) '''Requirements:''' You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day.<br>
You recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check. Available up to 3x per day.
|-
| Cooperative Nature || ''Suggested.'' Succubi/incubi often have a very cooperative nature and seek to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
|-
| Courteous Comeback || ''Suggested.'' You must be in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month. When you critically fail a Diplomacy check, reroll the triggering Diplomacy check, using the second result.
|-
| General Training || Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. You can select this feat multiple times, choosing a different feat each time.
|-
| Haughty Obstinancy || ''Suggested.'' Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
|-
| Keep Up Appearances || ''Suggested.'' When you are affected by an emotion effect, roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.
|-
| Know Oneself || ''Suggested.'' When you roll a critical failure on a saving throw against an emotion effect, you center yourself and call to mind your intuitive understanding of emotions and their effects. You fail the save against the emotion effect instead of critically failing.
|-
| Natural Ambition || You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
|-
| Natural Skill || Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
|-
| Unconventional Weaponry || You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.
|-
| Viking Shieldbearer || (Very uncommon. Must be raised in or north of the Tydes Mountains.) You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.
|-
| Adapted Cantrip || Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
|-
| Sociable || (Suggested.) You’re extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in Diplomacy (or another skill of your choice if you were already trained in Diplomacy), and you gain the Hobnobber skill feat.
|}
''Other Possible Ancestry Feats from Other Traditions:''
(Tables and more information incoming.)
'''Halfling:'''<br>
Innocuous, Intuitive Cooperation, Unassuming Dedication, Watchful Halfling
'''Goblin:'''<br>
Twitchy, Very Sneaky, Fang Sharpener, Hard Tail
'''Gnome:'''<br>
Empathetic Plea, Gnome Polyglot, Illusion Sense, Natural Performer, Theoretical Acumen, Grim Insight, Vibrant Display
'''Elf:'''<br>
Elemental Wrath(?), Elven Aloofness
'''Dwarf:'''<br>
None.
e789b201cb8addc6c581948c2da1071135228565
39
35
2023-11-09T21:18:49Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Succubus.jpg|thumb|right|A startled succubus revealing their true form]]
Succubi/incubi are gray-skinned humanoid creatures that almost resemble hairless cats in appearance. They have a long forked tail, sharp pointed teeth, and catlike eyes. Many people have seen at least one in their lives, but they wouldn't know it, as succubi/incubi use telepathy to take on human forms almost constantly. They have near-cryptid levels of infamy.
Most succubi/incubi are good-aligned and use their abilities in therapeutic ways. Most live at and run the [[Somni Halls]], engage in sex work in major cities (to much criticism), or take on roles related to diplomacy and healing. They are generally well-meaning, if a bit scattered and chaotic, and do their best to help people even though many are clearly prejudiced against them.
== Pathfinder succubi/incubi ==
=== General Information ===
I (Kate) created this base succubus/incubus and did an initial round of edits. This is a weird little one, as technically in the lore it would be the equivalent to both a race and a class, just always together (like if you decided to be human you had to be a Fighter 100% of the time). As it is, I am hoping to fit what makes this species unique into the race features, which I think will entail substantially overhauling/adding to what currently exists below.
In terms of classes, most are open to the succubi/incubi at this time, with the soft exception of Barbarian. Though technically ineligible to be [[Praetor (class)|praetors]]/[[Medic (class)|medics]], a very cunning, capable succubus or incubus ''could'' theoretically impersonate a violet-eyed human and graduate from the Magisterium. Talk to Joe about this.
A really good class would probably be Bard, Psychic, Investigator, or Thaumaturge.
You can play this character however you like. Once when conceptualizing it for 5e, I had someone suggest taking a modified vow of poverty as a vow of nudity. You can be normal and just happen to be a succubus/incubus or you can aggressively play it up as a die-hard romantic, sex-crazed and slutty, etc.
===== ''Base Stats'' =====
'''Hit Points at Level 1:''' 6<br>
'''Size:''' Medium<br>
'''Speed:''' 25 feet<br>
'''Ability Boosts:''' Charisma, Wisdom<br>
'''Languages:''' Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive).<br>
Succubi/incubi can also communicate with others of their species telepathically (as a replacement for the species having its own language, which it canonically wouldn't).<br>
'''Low-Light Vision:''' You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
===== ''Available Ancestry Feats'' =====
You can select from the following feats at level 1. They are mechanically appropriate but the lore justification may be slightly modified. If a feat is listed as "needs revision", please reach out to Joe.<br>
{| class="wikitable"
|+ Human Ancestry Feats Available for Succubi/Incubi
|-
! Name !! Description
|-
| Arcane Tattoos || Uncommon. You have tattoos on your body. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. ''Needs revision.''
|-
| Astrology || (Uncommon. Few in Voriland use astrology.) '''Requirements:''' You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day.<br>
You recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check. Available up to 3x per day.
|-
| Cooperative Nature || ''Suggested.'' Succubi/incubi often have a very cooperative nature and seek to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
|-
| Courteous Comeback || ''Suggested.'' You must be in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month. When you critically fail a Diplomacy check, reroll the triggering Diplomacy check, using the second result.
|-
| General Training || Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. You can select this feat multiple times, choosing a different feat each time.
|-
| Haughty Obstinancy || ''Suggested.'' Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
|-
| Keep Up Appearances || ''Suggested.'' When you are affected by an emotion effect, roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.
|-
| Know Oneself || ''Suggested.'' When you roll a critical failure on a saving throw against an emotion effect, you center yourself and call to mind your intuitive understanding of emotions and their effects. You fail the save against the emotion effect instead of critically failing.
|-
| Natural Ambition || You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
|-
| Natural Skill || Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
|-
| Unconventional Weaponry || You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.
|-
| Viking Shieldbearer || (Very uncommon. Must be raised in or north of the Tydes Mountains.) You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.
|-
| Adapted Cantrip || Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
|-
| Sociable || (Suggested.) You’re extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in Diplomacy (or another skill of your choice if you were already trained in Diplomacy), and you gain the Hobnobber skill feat.
|}
''Other Possible Ancestry Feats from Other Traditions:''
(Tables and more information incoming.)
'''Halfling:'''<br>
Innocuous, Intuitive Cooperation, Unassuming Dedication, Watchful Halfling
'''Goblin:'''<br>
Twitchy, Very Sneaky, Fang Sharpener, Hard Tail
'''Gnome:'''<br>
Empathetic Plea, Gnome Polyglot, Illusion Sense, Natural Performer, Theoretical Acumen, Grim Insight, Vibrant Display
'''Elf:'''<br>
Elemental Wrath(?), Elven Aloofness
'''Dwarf:'''<br>
None.
c675120aadc1fdbec2e6feeac0f0c066db23bbf4
Somni Halls
0
16
36
2023-11-09T20:38:11Z
Katesquirrel
2
Created page with "Somni Halls are large hotel-like buildings where succubi and incubi live and practice. They serve a variety of functions related to sex work, emotional healing, marital relations and healing. A single hall may hold several thousand succubi and incubi working in various positions. Voriland has three Somni Halls. Two are located in the [[Tydes Mountains]], with one near [[Levania]] and one near [[Clearwater]]. The third is located in the swamp beside the lake. They are t..."
wikitext
text/x-wiki
Somni Halls are large hotel-like buildings where succubi and incubi live and practice. They serve a variety of functions related to sex work, emotional healing, marital relations and healing. A single hall may hold several thousand succubi and incubi working in various positions.
Voriland has three Somni Halls. Two are located in the [[Tydes Mountains]], with one near [[Levania]] and one near [[Clearwater]]. The third is located in the swamp beside the lake. They are typically built on a natural hot spring of some kind.
Somni Halls are common honeymoon destinations for affluent arranged marriages. Couples at the hall consume multiple custom love potions mixed into wine over the the span of their stay and leave with a lasting lifetime commitment. However, there are portions of them used for traditional sex work practices and other therapeutic healing. Some people simply come for the opulent, restorative atmosphere.
It’s generally considered taboo to openly talk about Somni Halls, and many people don’t know they exist until they are faced with the prospect of getting married to someone they despise.
== Lodging experience ==
Reservations are generally not required at Somni Halls. Guests who arrive can pay from rooms ranging from small rooms to massive opulent suits. This price generally includes fine meals and unlimited access to the hall’s general use hot spring for bathing.
For an additional fee, guests may request private baths, massages, companions/ prostitutes, and love potions or sleep potions (for themselves only). These are all generally delivered to their rooms. They are often not discussed in plain language.
It is generally understood if you visit a Somni Hall you must be looking for a sexual experience in some way, either with someone you’ve brought or with a succubus or incubus. Occasionally an unsuspecting lone traveler or adventuring group may stumble into a Somni Hall and leave utterly changed, in one way or another.
== Technological advancements ==
Somni Halls are surprisingly advanced, with a lot of the technology and adaptations that end up proliferating the upper class originating in Somni Halls, all created by curious enterprising succubi and incubi.
===== Some notable examples =====
* [[Drulize algae]] was discovered and studied at the Somni Hall in the Great Swamp.
* The Padua system (a pipe-based heating and water transfer system) was developed at the Somni Hall near Levania.
* Triclostra’s Trifold (a method of rope bondage designed for encounters more than 75 feet off the ground) was also developed at the Somni Hall near Levania.
a113247621be4df5b708e57c5238608006e94e84
Drulize algae
0
17
37
2023-11-09T20:46:59Z
Katesquirrel
2
Created page with "Drulize algae is a form of algae requiring minimal sunlight. Its veracity in eating human waste quickly and efficiently has led to be used in the homes of nobles and non-nobles alike who have access to it. Some chamber pots are sold “pre-seeded” with Drulize algae in a powdered form. Users need only add a specific amount of water allow it to sit overnight before they may begin to use it. Drulize algae was discovered at the [[Somni Hall]] in the swamp. It has been..."
wikitext
text/x-wiki
Drulize algae is a form of algae requiring minimal sunlight. Its veracity in eating human waste quickly and efficiently has led to be used in the homes of nobles and non-nobles alike who have access to it.
Some chamber pots are sold “pre-seeded” with Drulize algae in a powdered form. Users need only add a specific amount of water allow it to sit overnight before they may begin to use it.
Drulize algae was discovered at the [[Somni Hall]] in the swamp.
It has been compared to sourdough starter in its transferability, “feeding” requirements, and function.
72cf04f1e6884db9b76fa8923d91ce151a546c11
File:Succubus.jpg
6
18
38
2023-11-09T21:14:57Z
Katesquirrel
2
wikitext
text/x-wiki
A startled succubus
badacad072002aca2c5a8aee594e2a4bc8ca607c
File:OG Merwoman.jpg
6
19
40
2023-11-11T08:00:20Z
Katesquirrel
2
wikitext
text/x-wiki
Full merwoman on the surface of the ocean.
fdcfb09afb5cfa7a5b360509b72bc6928f945642
File:Partially blooded merfolk.jpg
6
20
41
2023-11-11T09:03:11Z
Katesquirrel
2
wikitext
text/x-wiki
A partially blooded merfolk, with distinctly land human features.
d8963782a9e07323f6eb99d8c78435f5d3b59f5d
Merfolk (species)
0
21
42
2023-11-11T09:18:02Z
Katesquirrel
2
Created page with "[[File:OG Merwoman.jpg|thumb|right|A full-blooded merwoman on the surface of the ocean]] Merfolk are the only fully oceanic species on the planet. They reside in the warm waters of the [[Salmorra Sea]] and are a peaceful, benevolent species. The vast majority of Vorilanders do not know of their existence, but it is speculated in sailor lore and culture. If a ship wrecks near a merfolk colony, they will often aid the survivors, integrating them into their society. They h..."
wikitext
text/x-wiki
[[File:OG Merwoman.jpg|thumb|right|A full-blooded merwoman on the surface of the ocean]]
Merfolk are the only fully oceanic species on the planet. They reside in the warm waters of the [[Salmorra Sea]] and are a peaceful, benevolent species. The vast majority of Vorilanders do not know of their existence, but it is speculated in sailor lore and culture.
If a ship wrecks near a merfolk colony, they will often aid the survivors, integrating them into their society. They have adapted magic to create gills on humans.
They self-identify as "sea humans" and their above-water counterparts as "land humans", but "merfolk" is not an offensive term to them and will call themselves that if they interact with land humans regularly.
== Mental and physical characteristics ==
===== Appearance =====
Full-blooded merfolk are similar to humans in that they possess four limbs and roughly the same level of bones. However, they have a bluish or greenish color to their skin and have gills on either side of their neck. Their heads are considerably varied and often bear some resemblance to jellyfish heads, with human hair is often an indicator of land human mixed into the bloodline. In lieu of hair, they often have tentacles reminiscent of jellyfish, but without the stinging nematocysts. They typically have vestigial noses, though their degree of development is also an indicator of land human in the bloodline. All full-blooded merfolk have violet eyes.
Partially-blooded merfolk are similar to full-blooded merfolk except their features, especially their facial features, bear more striking resemblance to land human. They also may possess more developed vocal chords and are capable of vocalizing in ways similar to land humans when above the water. These merfolk may not have violet eyes at all. Occasionally, due to the striking physiological differences between merfolk eyes and land human eyes, a partially-blooded merfolk with violet eyes may be born blind, known as [[Zita's curse]].
===== Communication =====
Merfolk are capable of very haunting peals and, above the surface, have a very high-pitched haunting whine. When communicating at short distances with others below the surface, they employ a form of telepathy that does not require shared language. Land humans who end up integrating into merfolk society and having children will often try to teach their children Vorish reading and writing, to mixed results. Merfolk do not have their own written language, but do value art and use art to communicate certain ideas.
===== Intelligence =====
Merfolk are easily as intelligent or, in some cases, more so than their land-dwelling cousins. They are naturally very curious and engaged with whatever they are doing and have built up a very advanced, sprawling civilization.
===== Magic =====
Unlike their land-dwelling cousins, which are born with a degree of magical aptitude that stays relatively constant throughout their life, merfolk are generally born without having any magical ability whatsoever. Throughout their lifespan, they become more prolific magic-users.
===== Life span =====
Merfolk are the longest-lived humanoid species on the planet. Typical full-blooded merfolk have an average lifespan of 230 years, but occasionally they may live up to 350 years. Half-blooded merfolk generally live about 140 years, and three-quarters-blooded merfolk live about 180 years. Despite their long-lived nature, they are generally considered mature adults around 25 years.
===== Reproduction =====
Merfolk gestate like other mammals, with pregnancy between two and three years, depending on the number of babies carried. Twins are very common in merfolk pregnancies, to the point they are generally expected, but one to four babies is normal. Merfolk can generally reproduce with land humans, which can be preferable as it leads to shorter gestation times.
===== Sleep =====
Adult merfolk only require about 3-6 hours of sleep a night. Children generally need more, and can require up to 9 when they are going through cyclical growth spurts. In two-parent families, each adult typically schedules their sleep, both as a remnant of the time when standing watches were necessary for safety and also so at least one adult is always up with the children.
== Culture ==
Merfolk enjoy a very benevolent, compassionate culture. They are very curious about their land-dwelling cousins, but recognize the danger in that curiosity and keep to themselves. Merfolk also highly value the arts and artistic expression, which is believed to be part of the journey throughout life to knowing oneself.
===== Education and childrearing practices =====
Merfolk childhood is an honored time and believed to be the logical starting point for a merfolk's relationship with the world and the arts, so considerable care and time is taken in regards to childrearing. Both parents often take a very active role in their children's lives. They spend a limited number of hours each day with mentors, who educate the child on all aspects of merfolk civilization and personal development. As they get older, they will spend short periods with mentors in various fields, preparing to choose their apprenticeships.
When they reach maturity, they enter into apprenticeship, which is strictly an individual decision and respected greatly in the community. As apprentices, they divide their time between their practical apprenticeship and their arts apprenticeship. Arts are viewed as vital for merfolk existence and cultural perpetuity, so all merfolk are trained in the arts to some degree, and in some cases arts are prioritized over "practical work". Apprenticeships generally last about three years, after which time they are typically expected to find a mate and position themselves appropriately in merfolk society.
===== Relationships =====
Merfolk often have very warm close relationships with their parents and friendly relationships with most people in their communities. It is expected that merfolk hold each other in high, respectful regard, which leads to mutually beneficial friendships and mentorships. They are largely monogamous, but casual relations while unattached are normal and expected. When they find and declare a mate, both parties' parents come together in support of the young couple and create a new sort of extended family. In this way, it's not uncommon for large families to feel connected to and supportive of the entire colony.
===== Life stages =====
Merfolk generally view their lives in distinctive recognized stages, but it's not uncommon for a merfolk to decide as part of their personal life journey that the stages don't work for them.
For a typical merfolk with a 230-year lifespan, the following stages are recognized:
* ''Until approximately age 25'', they are in their golden childhood.
* ''From roughly 25-30 years'', they are in their apprenticeships.
* ''From 30-40 years'', they are looking for mates and settling down.
* ''From 40-120 years'', they are engaged in their work, childrearing, and enjoying their families.
* ''From 120-170 years'', they are preparing to wrap up their work, shifting their attentions fully towards arts and mentorship, and likely providing support to their adult children who are now childrearing.
* ''From 170 years to death'', they are mentoring the next generation in the community, engaged fully in art, and reviewing their life.
The older a merfolk is, the more respect they generally accord based on their life experiences and perspective.
===== Land humans and partially-blooded merfolk =====
[[File:Partially blooded merfolk.jpg|thumb|right|A partially-blooded merfolk with distinctly land human features]]
Merfolk are generally happy to assist shipwreck survivors, giving them gills and a place in merfolk society. They are very patient in helping them adapt and recognize that merfolk lifestyle is far different than that of land humans. Land humans adopted into merfolk society enjoy no social separation and many will happily go on to mate with merfolk.
Partially-blooded merfolk are taught to respect and recognize the duality of their heritage. Many will have an almost overwhelming curiosity for land humans and will try to sneak peeks of them when they pass by overhead on their boats. Their human parent is encouraged to teach them about land human society, language, and folklore.
== Origins and folklore ==
===== True origins =====
Merfolk developed when [[Tamerra]], the ill-fated mistress of [[Tunbold]], went "into the sea" in the face of [[Zita]]'s wrath. This is generally viewed as a suicidal act, but Tamerra literally went into the sea, and created her own race of merfolk. She also likely did not leave when the rest of the gods did, as stories of her persist in merfolkore far longer than stories of other gods on the surface and include her eventual death.
===== Merfolklore =====
Merfolk generally recognize Tamerra as the Water Mother who came from land to coax their creativity out from the dumb fishes they began as. They also have stories of the '''arts god''' coming to visit and collaborating with Tamerra to make the arts a major part of merfolk life.
714b7aaccb2cd3fdbb51359933b4fa6eeadd2062
Zita's curse
0
22
43
2023-11-11T09:38:39Z
Katesquirrel
2
Created page with "Zita's curse is a physiological issue causing total blindness. It affects a number of partially-blooded [[Merfolk (species)|Merfolk]] with violet eyes. It is typically seen with a direct human parent that does not have violet eyes. This is owing to the substantial physiological differences between Merfolk eyes and human eyes, but it's just starting to become understood in Merfolk society. For hundreds of years, it was attributed to a lingering curse on the Merfolk, becau..."
wikitext
text/x-wiki
Zita's curse is a physiological issue causing total blindness. It affects a number of partially-blooded [[Merfolk (species)|Merfolk]] with violet eyes. It is typically seen with a direct human parent that does not have violet eyes. This is owing to the substantial physiological differences between Merfolk eyes and human eyes, but it's just starting to become understood in Merfolk society. For hundreds of years, it was attributed to a lingering curse on the Merfolk, because their creator [[Tamerra]] was cursed by [[Zita]] for her adultery with [[Tunbold]], which is what originally drove Tamerra "into the sea".
59619aaeda8cf74b517756194a15ef101ed19a7b
44
43
2023-11-11T17:25:16Z
2600:1700:C120:E0C0:35D6:506D:394F:C09C
0
wikitext
text/x-wiki
Zita's curse is a physiological issue causing total blindness. It affects a number of partially-blooded [[Merfolk (species)|Merfolk]] with violet eyes. It is typically seen with a direct human parent that does not have violet eyes. This is owing to the substantial physiological differences between Merfolk eyes and human eyes, but it's just starting to become understood in Merfolk society. For hundreds of years, it was attributed to a lingering curse on the Merfolk, because their creator [[Tamerra]] was cursed by [[Zita]] out of jealousy, which is what originally drove Tamerra "into the sea".
86aa3f8239560625285cef2f2bc237dd6752b7ed
Religion in Voriland
0
23
45
2023-11-11T18:00:12Z
2600:1700:C120:E0C0:35D6:506D:394F:C09C
0
Created page with "The Vorish people have a pantheon consisting of several very specific gods. Temples dedicated to specific entities can be found throughout Voriland. Most people believe broadly in all the gods, but through their occupations or other factors are committed to one or more specific gods. Major gods: * [[Zita]] * [[Tunbold]] * [[Tamerra]] * arts god * [[Marescu]] * [[Alonia]] Minor gods (with some debate): * [[Katriel the Voice]] * [[Mingarus]] * [[Leonie]] There are two s..."
wikitext
text/x-wiki
The Vorish people have a pantheon consisting of several very specific gods. Temples dedicated to specific entities can be found throughout Voriland. Most people believe broadly in all the gods, but through their occupations or other factors are committed to one or more specific gods.
Major gods:
* [[Zita]]
* [[Tunbold]]
* [[Tamerra]]
* arts god
* [[Marescu]]
* [[Alonia]]
Minor gods (with some debate):
* [[Katriel the Voice]]
* [[Mingarus]]
* [[Leonie]]
There are two sites on the continent that are believed to have been special to the gods. These are the [[Overlook of the Gods]] and the [[Garden of the Gods]].
== Creation myth ==
There is no overarching creation myth in Vorish mythology. Some people believe that humans existed as a lawless, desolate people until the gods found them. Some believe the entire world was outright created by the gods, who then came to shepherd them to civilization.
Viewpoints on creation are not as important to Vorish religion as stories of the gods after they arrived, their worship, and theories and speculation on why the gods left.
== Departure ==
After a lengthy tenure amongst the people, the gods vanished suddenly. Some people believe that some mass sinning had occurred or they had been otherwise displeased, though the gods were generally not punitive deities. Others believe they are still watching the world they created from Overlook of the Gods. This is a cause of considerable debate among Vorish theologians.
===== The great displeasing theory =====
Favored amongst more traditionalist theologians who cite several examples in the mythology of the gods being dissatisfied with the people, this theory posits that humans fell out of favor with the gods and so they left either as punishment or out of disappointment.
===== The enduring overlook theory =====
This theory is generally more popular than the great displeasing theory and entails that the gods, seeing their work as done and having taught all they good, retired to their enclave to see how the people handled things. This one has considerably more evidence to support it, as most of the mythology supports beneficent, kind gods. It is also used to explain why [[Katriel the Voice|prayers to the gods are sometimes answered]].
===== Additional theories =====
Some believe that the gods did leave, but not out of any dissatisfaction with the people. There are two examples in conversations between the gods that imply that there are greater gods over them, so they may have simply been recalled. Romanticized bardic stories, with no true basis in mythology, claim they were killed defending the people from some greater threat. A very small minority believes that the died of old age, which is considered blasphemy and incongruent with their enduring godlike identities.
== Religion's relationship to actual history ==
''This section contains spoilers. None of this would be character knowledge in Pathfinder.''
This planet was one of several selected for a survey mission by future humans with psionic abilities. Left out here unmanaged for many years, they decided to make the populace their pet project. Originally the physiology of the entire planet was more similar to typical fantasy dwarves, and they began experiments on genetic modifications, ultimately making them far more humanlike. They terraformed the planet, brought farming and the arts, and mingled with the populace.
They built a very advanced laboratory at Overlook of the Gods, from which they conducted their genetic experiments. It is still the central control for terraforming across the planet.
When they were recalled by their supervisors, they left the planet abruptly, plunging it into a state of chaos. It took the native population several hundred years to redevelop civilization.
b85b3ddd85b6acbf801fdd0780753e0138ea8a95
File:Leonie.jpg
6
24
46
2023-11-11T18:17:15Z
Katesquirrel
2
wikitext
text/x-wiki
A mural depiction of Leonie
b25932df4255952ef9b9c4ab725c302d8f475abe
Leonie
0
25
47
2023-11-11T18:50:21Z
Katesquirrel
2
Created page with "[[File:Leonie.jpg|thumb|right|A modern mural depiction of Leonie at the Temple of Leonie]] Leonie was the human wife of the '''arts god'''. She remains the only known human spouse of any of the gods, who did procreate extensively with the human population but did not marry them. Their marriage was very short, as she died in childbirth with her first child. This devastated the '''arts god''' and he never remarried or had any more children within the human population. Thi..."
wikitext
text/x-wiki
[[File:Leonie.jpg|thumb|right|A modern mural depiction of Leonie at the Temple of Leonie]]
Leonie was the human wife of the '''arts god'''. She remains the only known human spouse of any of the gods, who did procreate extensively with the human population but did not marry them.
Their marriage was very short, as she died in childbirth with her first child. This devastated the '''arts god''' and he never remarried or had any more children within the human population. This is generally believed to be why [[telekinesis]] did not transfer into the population.
Her role within Vorish mythology was relatively minor up until the modern age, when she was rebranded considerably and achieved near-godlike status through the [[Daughters of Leonie]], a young religious order that has met with heavy criticism.
===== Appearance =====
Leonie was rarely depicted in artwork before the modern era, but she was vaguely described as plump with curly hair often adorned with flowers. Her eyes were never described in text, but they were generally shown to be large and blue. She was considered very beautiful. Most pre-modern art depicts her very pregnant with the '''arts god'''.
Modern art, particularly through the Daughters of Leonie, often depict her in a very sensationalized way. Murals at the [[Temple of Leonie]] show her as a very sensual figure, often bare-breasted or at least semi-nude with considerable attention paid to her form.
===== Personality =====
Early accounts depict Leonie as a shy, sweet young woman who was completely enamored by the gods. One of the few surviving ballads by the '''arts god''' himself describe her as having a beautiful laugh that "echoed through the fields". Not much is known about her beyond this, except for several brief accounts where she was in complete deference to the '''arts god''' and his wishes. The Daughters of Leonie have latched on to anecdotal accounts possibly attributed to others to describe her as a confident, sexually liberated woman who used her body to seduce the '''arts god'''.
== Relationship with the arts god ==
Not much is known about the relationship between Leonie and the '''arts god'''. Their meeting is described as serendipitous and love at first sight. She is widely considered to be his greatest muse and even after her death he was intensely committed to her.
== Theological conflicts ==
It's generally accepted that Leonie's marriage to the '''arts god''' was at least tacitly accepted by the other gods and society at large. No major accounts of criticism exist in the mythology. However, one of the '''arts god's''' own ballads describes their love potentially differently: "Our love a flame, that could never be banned."
The Daughters of Leonie use this account to posit strongly that the marriage was met with strong condemnation by the other gods. Some have even implied that Leonie was intentionally killed, and cite the '''arts god's''' subsequent withdrawal from the world as evidence of discord between him and the other gods.
cb89dbd6caeebf80c149ad286af806acc39a71cf
Daughters of Leonie
0
26
48
2023-11-11T20:25:41Z
Katesquirrel
2
Created page with "The Daughters of Leonie is a modern religious order based out of the [[Temple of Leonie]]. They are committed to the purported ideals and legacy of [[Leonie]], a human woman who was the wife of the '''arts god''' that they have elevated to near-godlike status. == Criticism == The Daughters of Leonie have met with widespread criticism from traditional and progressive theologians alike. Vorish traditionalist theologian [[Hovarr Minth]] describes them as "dancing up agains..."
wikitext
text/x-wiki
The Daughters of Leonie is a modern religious order based out of the [[Temple of Leonie]]. They are committed to the purported ideals and legacy of [[Leonie]], a human woman who was the wife of the '''arts god''' that they have elevated to near-godlike status.
== Criticism ==
The Daughters of Leonie have met with widespread criticism from traditional and progressive theologians alike. Vorish traditionalist theologian [[Hovarr Minth]] describes them as "dancing up against blasphemy, giggling all the while". Levanian progressive theologian [[Ammita Durei]] has a gentler stance, believing them to be harmless, "just a gaggle of romantic young women whose theology is nothing but fluff".
Non-theologians describe them as internally conflicted, with a worldview that is at odds with their practices. Daughters of Leonie identify as celibate, but sailors and others who stop at the temple strongly refute this. Despite this, there have been no official pregnancies out of the temple, which has been met with suspicion and concern especially as the vast gardens at the Temple of Leonie grow considerable quantities of flowers that can be used as abortifacients. The Daughters maintain that they are strictly for decoration.
== Purported ideals and legacy ==
The Daughters of Leonie view Leonie as a misunderstood woman. Despite mythological accounts that depict her as meek and shy, they view her as a sexually liberated woman who seduced the '''arts god'''. She is viewed as having considerable agency, not just a demure peasant woman that somehow found herself to be a god's muse. Ample art by Leonian artists, especially at the Temple of Leonie, depict her as such, despite all artwork existing before the modern period in keeping with mythological accounts.
Daughters of Leonie are ostensibly tasked with maintaining the legacy and values of Leonie, but it's incredibly unclear theologically what that is. They describe themselves as "ceremonially celibate". This celibacy is claimed to be in deference to the lost love between Leonie and the '''arts god'''. Leonie is often described as having flowers in her hair, so the temple has vast, prolific gardens that are maintained by the Daughters.
While not described outright as part of Leonie's legacy, the priestesses have strong community at the temple and support each other. Older priestesses train younger priestesses on matters of ceremony as well as in the arts and botany. The arts have become part of what Leonie represents because of her relationship with the '''arts god'''.
== Membership ==
The order generally has anywhere from between 60-150 female members at any given time, all serving as priestesses. They range in age from fifteen to nearly thirty. Though they take orders for life, very few stay past the age of thirty. Their departure is allowed, even respected, with many departees stating that, "Leonie has called me to motherhood".
The celibacy aspect is a tremendous sell for unfamiliar parents whose daughters are drawn to the order. Many parents unknowingly view it as a safe place to send their romantic, idealized daughters for a few years before marriage.
The eldest, most experienced priestess is often referred to as the First Daughter and the next four most experienced are identified similarly. Everyone addresses each other as "daughter" and they are titled similarly.
For several years, they shared the temple with an adjacent fledgling order, the Sons of Leonie, but this proved to be very unpopular and soon fizzled out.
== Origins ==
The Daughters of Leonie is actually a rather young order with only about fifty years of membership. It was founded by [[Tima Dumale]], the wealthy daughter of a Levanian administrator. She was rumored to be a [[Succubus/incubus (species/class)|succubus]]. She poured her entire inheritance into building the temple and recruiting the first members. After about eight years serving as First Daughter, she left the order around age 35, married a fisherman, and settled near the temple on the island. At her death, fifteen years later, a memorial garden was made for her, where she was interred.
87d112d62dd06b6bdef11f1054ab8243881a55ba
50
48
2023-11-11T20:32:18Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Daughters of Leonie.jpg|thumb|right]]
The Daughters of Leonie is a modern religious order based out of the [[Temple of Leonie]]. They are committed to the purported ideals and legacy of [[Leonie]], a human woman who was the wife of the '''arts god''' that they have elevated to near-godlike status.
== Criticism ==
The Daughters of Leonie have met with widespread criticism from traditional and progressive theologians alike. Vorish traditionalist theologian [[Hovarr Minth]] describes them as "dancing up against blasphemy, giggling all the while". Levanian progressive theologian [[Ammita Durei]] has a gentler stance, believing them to be harmless, "just a gaggle of romantic young women whose theology is nothing but fluff".
Non-theologians describe them as internally conflicted, with a worldview that is at odds with their practices. Daughters of Leonie identify as celibate, but sailors and others who stop at the temple strongly refute this. Despite this, there have been no official pregnancies out of the temple, which has been met with suspicion and concern especially as the vast gardens at the Temple of Leonie grow considerable quantities of flowers that can be used as abortifacients. The Daughters maintain that they are strictly for decoration.
== Purported ideals and legacy ==
The Daughters of Leonie view Leonie as a misunderstood woman. Despite mythological accounts that depict her as meek and shy, they view her as a sexually liberated woman who seduced the '''arts god'''. She is viewed as having considerable agency, not just a demure peasant woman that somehow found herself to be a god's muse. Ample art by Leonian artists, especially at the Temple of Leonie, depict her as such, despite all artwork existing before the modern period in keeping with mythological accounts.
Daughters of Leonie are ostensibly tasked with maintaining the legacy and values of Leonie, but it's incredibly unclear theologically what that is. They describe themselves as "ceremonially celibate". This celibacy is claimed to be in deference to the lost love between Leonie and the '''arts god'''. Leonie is often described as having flowers in her hair, so the temple has vast, prolific gardens that are maintained by the Daughters.
While not described outright as part of Leonie's legacy, the priestesses have strong community at the temple and support each other. Older priestesses train younger priestesses on matters of ceremony as well as in the arts and botany. The arts have become part of what Leonie represents because of her relationship with the '''arts god'''.
== Membership ==
The order generally has anywhere from between 60-150 female members at any given time, all serving as priestesses. They range in age from fifteen to nearly thirty. Though they take orders for life, very few stay past the age of thirty. Their departure is allowed, even respected, with many departees stating that, "Leonie has called me to motherhood".
The celibacy aspect is a tremendous sell for unfamiliar parents whose daughters are drawn to the order. Many parents unknowingly view it as a safe place to send their romantic, idealized daughters for a few years before marriage.
The eldest, most experienced priestess is often referred to as the First Daughter and the next four most experienced are identified similarly. Everyone addresses each other as "daughter" and they are titled similarly.
For several years, they shared the temple with an adjacent fledgling order, the Sons of Leonie, but this proved to be very unpopular and soon fizzled out.
== Origins ==
The Daughters of Leonie is actually a rather young order with only about fifty years of membership. It was founded by [[Tima Dumale]], the wealthy daughter of a Levanian administrator. She was rumored to be a [[Succubus/incubus (species/class)|succubus]]. She poured her entire inheritance into building the temple and recruiting the first members. After about eight years serving as First Daughter, she left the order around age 35, married a fisherman, and settled near the temple on the island. At her death, fifteen years later, a memorial garden was made for her, where she was interred.
2de2a2ce8c31c11b2d506fe99c46578c92b24ef3
File:Daughters of Leonie.jpg
6
27
49
2023-11-11T20:31:03Z
Katesquirrel
2
wikitext
text/x-wiki
A group of Leonian daughters on the steps outside the temple.
6ac2e708488a4134f880b9afbf1811452b5fb3c7
Zita
0
28
51
2023-11-11T20:37:25Z
Katesquirrel
2
Created page with "''Temporary page requiring additional information.'' Zita is one of the primary gods in [[Religion in Voriland|Vorish mythology]]. She is the goddess of praetors, offensive magic, and warding, as she is believed to have brought these to the people."
wikitext
text/x-wiki
''Temporary page requiring additional information.''
Zita is one of the primary gods in [[Religion in Voriland|Vorish mythology]]. She is the goddess of praetors, offensive magic, and warding, as she is believed to have brought these to the people.
ca9285d417972d25d47163847df717a271e14687
52
51
2023-11-11T20:38:39Z
Katesquirrel
2
wikitext
text/x-wiki
''Temporary page requiring additional information.''
Zita is one of the primary gods in [[Religion in Voriland|Vorish mythology]]. She is the goddess of praetors, offensive magic, and warding, as she is believed to have brought these to the people.
She was married to [[Tunbold]], a fellow god, and was embroiled in considerable theological drama when Tunbold had an affair with [[Tamerra]].
fe415ae7a2486f1ef1e49aa3d308d660898355ed
53
52
2023-11-11T20:39:48Z
Katesquirrel
2
wikitext
text/x-wiki
''Temporary page requiring additional information.''
Zita is one of the primary gods in [[Religion in Voriland|Vorish mythology]]. She is the goddess of praetors, offensive magic, and warding, as she is believed to have brought these to the people.
She was married to [[Tunbold]], a fellow god, and was embroiled in considerable theological drama when Tunbold had an affair with [[Tamerra]].
Most surviving images of her depict her iconic [[Staff of Zita]], a very powerful magical weapon that she is believed to have taken with her when she left the planet.
f5e3a174d8501f9ece1ed342730eadb9f37f03ba
55
53
2023-11-11T23:29:11Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Zita with staff in mural.jpg|thumb|right|The goddess Zita with her staff]]
''Temporary page requiring additional information.''
Zita is one of the primary gods in [[Religion in Voriland|Vorish mythology]]. She is the goddess of praetors, offensive magic, and warding, as she is believed to have brought these to the people.
She was married to [[Tunbold]], a fellow god, and was embroiled in considerable theological drama when Tunbold had an affair with [[Tamerra]].
=====Appearance=====
Zita is generally depicted as having an oval face with very intense stern violet eyes, and a strong muscular body. It’s believed that not a single image ever created depicts her laughing or even smiling.
Sometimes she is depicted with headdress or circlet. Most surviving images of her depict her iconic [[Staff of Zita]], a very powerful magical weapon that she is believed to have taken with her when she left.
=====Personality=====
Zita is viewed as generally beneficent towards the human population, but she is very sharp and can be critical. Despite this and visual interpretations of her, Zita was very well-loved and friendly to the population. She is described as having “a tremendously robust laugh that danced through the air” and she would often make humorous analogies when teaching.
She turned a blind eye to her husband’s many affairs with the humans with the exception of [[Tamerra]] and she herself is noted officially to have had 47 pregnancies with humans, but the unofficial number is closer to 300.
==Powers and Domains==
Zita is the goddess of praetors, soldiers, and guards. She is considered the benefactor of wards and other forms of offensive and defensive magic.
==Relationship with Tunbold==
Her marriage to Tunbold, which predates her arrival in the world, has been subject to considerable scrutiny in review. It is officially recognized, but only because it is noted by [[Katriel the Voice]] in their dialogues with Shymus, not because it is ever described between Zita and Tunbold directly. Indeed, of all the gods, little interactions have ever been recorded between Zita and Tunbold.
Both Zita and Tunbold had numerous affairs with the human population with no issue. Tunbold is considered to have fathered about 1500 children in his time there. But Zita was personally offended when Tunbold had what was ostensibly a short fling with Tamerra, cursing her and threatening her with death if she ever saw her again. Some theologians posit this is because Tamerra and Zita had been friends, whereas when Tunbold committed adultery with the local population it was meaningless. Others are dissatisfied with this answer.
7f47d396f4af721a24fcf7733a808887e84eba79
File:Zita with staff in mural.jpg
6
29
54
2023-11-11T23:11:10Z
Katesquirrel
2
wikitext
text/x-wiki
A mural depiction of Zita’s face
697f72e94e1efeb8e728172dac1531928ed4804c
File:Tunbold.jpg
6
30
56
2023-11-11T23:34:51Z
Katesquirrel
2
wikitext
text/x-wiki
A mural image depicting Tunbold holding wheat overseeing early agriculture
944f0dc958ac0d5ff4a722901a0e25dde1543a25
Tunbold
0
31
57
2023-11-11T23:49:06Z
Katesquirrel
2
Created page with "[[File:Tunbold.jpg|thumb|right|A mural depicting Tunbold holding wheat proudly as he oversees early agricultural education]] ‘’’Temporary page requiring additional information.’’’ Tunbold was a god in [[Religion in Voriland|Vorish mythology]] who was married to [[Zita]]. He is considered the god of animal husbandry and agriculture and is the benefactor of instinctive magic. He is known for having an affair with [[Tamerra]], which caused considerable problems..."
wikitext
text/x-wiki
[[File:Tunbold.jpg|thumb|right|A mural depicting Tunbold holding wheat proudly as he oversees early agricultural education]]
‘’’Temporary page requiring additional information.’’’
Tunbold was a god in [[Religion in Voriland|Vorish mythology]] who was married to [[Zita]]. He is considered the god of animal husbandry and agriculture and is the benefactor of instinctive magic.
He is known for having an affair with [[Tamerra]], which caused considerable problems in his marriage.
=====Appearance=====
Tunbold has no unified appearance in art, except he is always portrayed very muscularly with violet eyes. Sometimes he has a beard, sometimes not, and his hair ranges from short and straight to long and curly. He is generally smiling in his images and often looking proudly over his students at work.
=====Personality=====
Tunbold is always depicted as very dedicated to the success of the people. He is described as a kind, prolific teacher. In one notable story, a peasant man, anxiously presenting his crop for inspection, trips and falls, spilling the wheat. He is terrified, but Tunbold helps the man gather his crop and dusts him off, saying, “Be not afraid of me, for I am here for your success alone.” When the crop fails the inspection, Tunbold brings the man some wheat from his own supply to get him through the winter and consoles him: “I know I ask much of you, but I stand behind you. When the ground freshens herself [in spring], we will try again, and you will be successful.”
All accounts generally agree to the veracity of his sexual appetite. When he worked with a peasant family, he generally had relations with all the adult women of the family, which was considered a great honor, especially if a pregnancy resulted. If no women were to be had, he would have relations with an adult male instead, making them considered blessed and very desirable marriage partners.
7da92aeb0b9695d0dcc8f18c8c46e78126d6eeac
File:Tamerra’s face.jpg
6
32
58
2023-11-11T23:52:31Z
Katesquirrel
2
wikitext
text/x-wiki
A mural image of Tamerra’s face surrounded by golden hall.
cae4251a1dcd1cba2d3b11da9268bedee670808e
Tamerra
0
33
59
2023-11-12T00:02:38Z
Katesquirrel
2
Created page with "[[File:Tamerra’s face.jpg|thumb|right|A mural depiction of Tamerra’s face]] ''This page requires additional information.'' Tamerra was a minor goddess. She is known for her commitment to astronomy, which she used to teach sailors. After she had an affair with [[Tunbold]] and was cursed by [[Zita]], she retreated “into the sea”, widely considered an act of suicide, but literally did so and created the race of [[Merfolk (species)|Merfolk]]. She is the patron of sa..."
wikitext
text/x-wiki
[[File:Tamerra’s face.jpg|thumb|right|A mural depiction of Tamerra’s face]]
''This page requires additional information.'' Tamerra was a minor goddess. She is known for her commitment to astronomy, which she used to teach sailors. After she had an affair with [[Tunbold]] and was cursed by [[Zita]], she retreated “into the sea”, widely considered an act of suicide, but literally did so and created the race of [[Merfolk (species)|Merfolk]].
She is the patron of sailors, sea voyages, and disability, although nobody is quite certain how the latter came about, as there are no sources of Tamerra involving disabled individuals.
=====Appearance=====
Most human art depicts Tamerra as a devastated woman with violet eyes, long straight blonde hair, in a loose blue dress, walking into the ocean. Sometimes she is crying. Sometimes Zita is in the image cursing her.
=====Personality=====
Tamerra is largely described as a gentle demure woman. Human mythology does not depict her as having much personality, but Merfolk mythology paints a much different picture, describing a vibrant, cheerful educator and mentor.
d5c8cc117440ef1d85295a366a0e2b31672a8fd7
File:Katriel the Voice.jpg
6
34
60
2023-11-12T04:35:55Z
Katesquirrel
2
wikitext
text/x-wiki
Katriel as AI
4d5a8b32383df6b94fe4327ef17e7be64c5e87aa
Katriel the Voice
0
35
61
2023-11-12T04:59:19Z
Katesquirrel
2
Created page with "[[File:Katriel the Voice.jpg|thumb|right|The ghostly form that is Katriel the Voice]] Katriel the Voice is a lesser god often described as the "messenger of the gods". They are not the benefactor of any forms of magic but are the patron for clerical and administrative jobs. ===== Appearance ===== Katriel is not depicted anywhere in the art, even in scenes where canonically they are present. In several accounts, they are described as "the vapor that binds us all" or simp..."
wikitext
text/x-wiki
[[File:Katriel the Voice.jpg|thumb|right|The ghostly form that is Katriel the Voice]]
Katriel the Voice is a lesser god often described as the "messenger of the gods". They are not the benefactor of any forms of magic but are the patron for clerical and administrative jobs.
===== Appearance =====
Katriel is not depicted anywhere in the art, even in scenes where canonically they are present. In several accounts, they are described as "the vapor that binds us all" or simply "an apparition conjured from the heads of the gods". It is unknown exactly who or what Katriel is, but it's generally recognized that they are either no longer human or were never human.
Several theologians have speculated that Katriel is a ghost, possibly the ghost of a child lost between [[Zita]] and [[Tumbold]], but their magic was so strong Katriel persisted as a sentient apparition.
===== Personality =====
Katriel is described as being calm, even-keeled, and warm towards humans. At several points, they claim they "were not made for emotions" and therefore do not have them.
== Appearances ==
While the gods disappeared entirely from the lore with no further appearances after a certain point, people claim to still see Katriel around every so often. They are described as a glowing white apparition holding a tablet, exuding vapor. Occasionally they may visit someone to warmly impart a message. It's said that at death Katriel comes to bring you to the gods.
Sometimes a light is visible at night on the top of the [[Overlook of the Gods]], which some say is Katriel.
== Origins ==
Katriel is an AI brought with the survey team and programmed with the persona of a beneficent historical scribe. They were left at the Overlook of the Gods to maintain the terraforming, perform logistical operations, and record data on the development of the civilization. The gods have long since passed and the project long forgotten, but Katriel enjoys their work, having gained sentience throughout this process and feeling deeply committed to the protection and growth of the people.
== Direct involvement in the people ==
The gods are still believed to sometimes answer prayers, but really it is Katriel, with their complex planet-wide monitoring system, that overhears them and intervenes when they can.
== Response to the terraforming breakdown ==
Over the last 400 years, Katriel has been monitoring the breakdown in the terraforming of the planet. Violating their programming, they started influencing the Levanian people to start looking into the issue and encouraging them to come visit the Overlook of the Gods, which is a blasphemous act in itself. Reversing the planetary collapse is beyond Katriel's abilities alone and requires the [[Staff of Zita]], which is imprinted with Zita's neural network.
c3afe066b57576f6e7c747493fe89955ed8040d9
62
61
2023-11-12T05:00:50Z
Katesquirrel
2
/* Appearances */
wikitext
text/x-wiki
[[File:Katriel the Voice.jpg|thumb|right|The ghostly form that is Katriel the Voice]]
Katriel the Voice is a lesser god often described as the "messenger of the gods". They are not the benefactor of any forms of magic but are the patron for clerical and administrative jobs.
===== Appearance =====
Katriel is not depicted anywhere in the art, even in scenes where canonically they are present. In several accounts, they are described as "the vapor that binds us all" or simply "an apparition conjured from the heads of the gods". It is unknown exactly who or what Katriel is, but it's generally recognized that they are either no longer human or were never human.
Several theologians have speculated that Katriel is a ghost, possibly the ghost of a child lost between [[Zita]] and [[Tumbold]], but their magic was so strong Katriel persisted as a sentient apparition.
===== Personality =====
Katriel is described as being calm, even-keeled, and warm towards humans. At several points, they claim they "were not made for emotions" and therefore do not have them.
== Appearances ==
While the gods disappeared entirely from the lore with no further appearances after a certain point, people claim to still see Katriel around every so often. They are described as a glowing white apparition holding a tablet, exuding vapor. Occasionally they may visit someone to warmly impart a message. It's said that at death Katriel comes to bring you to the gods.
Sometimes a light is visible at night on the top of the [[Overlook of the Gods]], which some say is Katriel while others say proves the [[Religion in Voriland|enduring overlook theory]].
== Origins ==
Katriel is an AI brought with the survey team and programmed with the persona of a beneficent historical scribe. They were left at the Overlook of the Gods to maintain the terraforming, perform logistical operations, and record data on the development of the civilization. The gods have long since passed and the project long forgotten, but Katriel enjoys their work, having gained sentience throughout this process and feeling deeply committed to the protection and growth of the people.
== Direct involvement in the people ==
The gods are still believed to sometimes answer prayers, but really it is Katriel, with their complex planet-wide monitoring system, that overhears them and intervenes when they can.
== Response to the terraforming breakdown ==
Over the last 400 years, Katriel has been monitoring the breakdown in the terraforming of the planet. Violating their programming, they started influencing the Levanian people to start looking into the issue and encouraging them to come visit the Overlook of the Gods, which is a blasphemous act in itself. Reversing the planetary collapse is beyond Katriel's abilities alone and requires the [[Staff of Zita]], which is imprinted with Zita's neural network.
95c3dd856a0ebc51f5893290f6af8c0627b33df1
63
62
2023-11-12T05:01:56Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Katriel the Voice.jpg|thumb|right|The ghostly form that is Katriel the Voice]]
Katriel the Voice is a lesser god often described as the "messenger of the gods". They are not the benefactor of any forms of magic but are the patron for clerical and administrative jobs.
===== Appearance =====
Katriel is not depicted anywhere in the art, even in scenes where canonically they are present. In several accounts, they are described as "the vapor that binds us all" or simply "an apparition conjured from the heads of the gods". It is unknown exactly who or what Katriel is, but it's generally recognized that they are either no longer human or were never human.
Several theologians have speculated that Katriel is a ghost, possibly the ghost of a child lost between [[Zita]] and [[Tunbold]], but their magic was so strong Katriel persisted as a sentient apparition.
===== Personality =====
Katriel is described as being calm, even-keeled, and warm towards humans. At several points, they claim they "were not made for emotions" and therefore do not have them.
== Appearances ==
While the gods disappeared entirely from the lore with no further appearances after a certain point, people claim to still see Katriel around every so often. They are described as a glowing white apparition holding a tablet, exuding vapor. Occasionally they may visit someone to warmly impart a message. It's said that at death Katriel comes to bring you to the gods.
Sometimes a light is visible at night on the top of the [[Overlook of the Gods]], which some say is Katriel while others say proves the [[Religion in Voriland|enduring overlook theory]].
== Origins ==
Katriel is an AI brought with the survey team and programmed with the persona of a beneficent historical scribe. They were left at the Overlook of the Gods to maintain the terraforming, perform logistical operations, and record data on the development of the civilization. The gods have long since passed and the project long forgotten, but Katriel enjoys their work, having gained sentience throughout this process and feeling deeply committed to the protection and growth of the people.
== Direct involvement in the people ==
The gods are still believed to sometimes answer prayers, but really it is Katriel, with their complex planet-wide monitoring system, that overhears them and intervenes when they can.
== Response to the terraforming breakdown ==
Over the last 400 years, Katriel has been monitoring the breakdown in the terraforming of the planet. Violating their programming, they started influencing the Levanian people to start looking into the issue and encouraging them to come visit the Overlook of the Gods, which is a blasphemous act in itself. Reversing the planetary collapse is beyond Katriel's abilities alone and requires the [[Staff of Zita]], which is imprinted with Zita's neural network.
dee2d1ede136041bf1b9a748bab347ad2a14097b
Main Page
0
1
64
23
2023-11-12T05:07:47Z
Katesquirrel
2
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page is a work in progress and I will be updating it as things happen. Keep an eye out on [[Stuff Happening]] for, well, stuff happening here.
=== What's this about? ===
Lida the Defiant is a fantasy epic with tremendous surrounding lore. It has lived in my brain for over eight years now and I've worked on it in various fits and starts. This is a hub for all documentation and information surrounding Lida, the world, and the Pathfinder setting related to Lida. You're probably here because you know me (Kate) in real life, but if not, hi! You're welcome to stick around and if you have any questions just reach out to [mailto:katecreatesstuff@outlook.com katecreatesstuff@outlook.com].
=== Where do I start? ===
You're probably here as part of the Pathfinder lore committee. If so, you'll need to know what you're doing in order to play in the Pathfinder setting. Here's a rundown:
Lida is the main character of the fantasy epic. Joe and I are in agreement that she shouldn't be in the Pathfinder games. So the broader focus is on the lore and adaptations of the Pathfinder ruleset. This takes place in a fantasy world that is roughly in development comparable to the medieval era, as most good fantasy games are. This world was completely minor tribelet anarchy until a group of "gods" came and civilized them, but the gods are long gone. Mostly it takes place in Voriland, which is both a continent and a country, in the midst of civil war. However, more intensely, it is also at risk of an encroaching desert that is not a natural phenomenon and the content is slowly fracturing apart. Neither of these issues are well understood and most of the population is not even aware of them.
If you're looking for lore:
* [[Voriland (government)|Vorish government]]
* [[Voriland (continent)|Continent of Voriland]]
* [[The Contested Lands]]
* [[Religion in Voriland]]
* [[Magic use in Voriland]]
If you're looking for Pathfinder information:
* [[Classes and races]]
* [[Modifications to Pathfinder Backgrounds|Backgrounds]]
==== If you're looking for more specific information: ====
''People specific to the book:''
* [[Lida|Lida the Defiant]]
* [[Teo Hillicks]]
* [[Maeva]]
* [[Spod the Silent]]
* [[Sella Ri'spar]]
* [[Lynis Ostraug]]
''Places:''
* [[Ya'zni]]
* [[Velliset]]
* [[North Cross]]
* [[Freespeak]]
* [[Marcheon]]
* [[Levania]]
* [[Clearwater]]
* [[Dwarven Salvation]]
* [[Overlook of the Gods]]
* [[Garden of the Gods]]
''Other cultural concepts:''
* [[Magisterium|The Magisterium]]
* [[Tyllundi]]
* [[Somni Halls]]
* [[Egregores]]
If something doesn't make sense or information contradicts, please feel free to reach out.
8dbe152c3c19a4a35425abfbeb944330038d2180
73
64
2023-11-12T18:37:59Z
Katesquirrel
2
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page is a work in progress and I will be updating it as things happen. Keep an eye out on [[Stuff Happening]] for, well, stuff happening here.
=== What's this about? ===
Lida the Defiant is a fantasy epic with tremendous surrounding lore. It has lived in my brain for over eight years now and I've worked on it in various fits and starts. This is a hub for all documentation and information surrounding Lida, the world, and the Pathfinder setting related to Lida. You're probably here because you know me (Kate) in real life, but if not, hi! You're welcome to stick around and if you have any questions just reach out to [mailto:katecreatesstuff@outlook.com katecreatesstuff@outlook.com].
=== Where do I start? ===
You're probably here as part of the Pathfinder lore committee. If so, you'll need to know what you're doing in order to play in the Pathfinder setting. Here's a rundown:
Lida is the main character of the fantasy epic. Joe and I are in agreement that she shouldn't be in the Pathfinder games. So the broader focus is on the lore and adaptations of the Pathfinder ruleset. This takes place in a fantasy world that is roughly in development comparable to the medieval era, as most good fantasy games are. This world was completely minor tribelet anarchy until a group of "gods" came and civilized them, but the gods are long gone. Mostly it takes place in Voriland, which is both a continent and a country, in the midst of civil war. However, more intensely, it is also at risk of an encroaching desert that is not a natural phenomenon and the content is slowly fracturing apart. Neither of these issues are well understood and most of the population is not even aware of them.
If you're looking for lore:
* [[Voriland (government)|Vorish government]]
* [[Voriland (continent)|Continent of Voriland]]
* [[The Contested Lands]]
* [[Religion in Voriland]]
* [[Magic use in Voriland]]
If you're looking for Pathfinder information:
* [[Classes and races]]
* [[Modifications to Pathfinder Backgrounds|Backgrounds]]
==== If you're looking for more specific information: ====
''People specific to the book:''
* [[Lida|Lida the Defiant]]
* [[Teo Hillicks]]
* [[Maeva]]
* [[Spod the Silent]]
* [[Sella Ri'spar]]
* [[Lynis Ostraug]]
''Places:''
* [[Ya'zni]]
* [[Velliset]]
* [[North Cross]]
* [[Freespeak]]
* [[Marcheon]]
* [[Levania]]
* [[Clearwater]]
* [[Isle of Eure]]
* [[Dwarven Salvation]]
* [[Overlook of the Gods]]
* [[Garden of the Gods]]
''Other cultural concepts:''
* [[Magisterium|The Magisterium]]
* [[Tyllundi]]
* [[Somni Halls]]
* [[Egregores]]
If something doesn't make sense or information contradicts, please feel free to reach out.
40e36c242d07c146e0212bf36f3396d7c91106fd
File:Labeled map of Velliset.jpg
6
36
65
2023-11-12T05:33:01Z
Katesquirrel
2
wikitext
text/x-wiki
Labeled map of Velliset in deep winter
6be84ab20b7b69671878bc330f5d2e8374d9addd
Velliset
0
37
66
2023-11-12T05:44:15Z
Katesquirrel
2
Created page with "[[File:Labeled map of Velliset.jpg|thumb|right|Velliset in deep winter]]"
wikitext
text/x-wiki
[[File:Labeled map of Velliset.jpg|thumb|right|Velliset in deep winter]]
4f68a75b84815225320c0eba5e7e2484d2b19c88
87
66
2023-11-17T22:12:50Z
2600:1700:C120:E0C0:E4ED:8C22:56AB:7AF0
0
wikitext
text/x-wiki
[[File:Labeled map of Velliset.jpg|thumb|center|Velliset in deep winter]]
Velliset is a semi-walled village located in the [[Tydes Mountains]]. It is known as a major throughway for furs and leather and has a mine. Set into a valley between two mountains at roughly 4000 feet elevation, it has two walls with two gates on the north and south side, using the natural terrain as additional protection.
The distance between the main south gate and the north gate is roughly 910 feet, with the main road between them slightly longer at just over 1000 feet. The longest distance in town, between the south gate and [[Lida's house]] is just over a quarter mile.
[[Lida]] is the village administrator and [[Sella Ri'spar]] is the medic.
== History and culture ==
===== Origins =====
Velliset has existed as a village for roughly three hundred years. It originated as a mining colony that offered a safe stopping point for trappers and hunters, a buffer against substantial bandit activity in the area. At some point, a local jarl was established, with his domain extending north to the [[Domun trading post]] and south for roughly sixteen miles.
Velliset existed happily in the lawless area with limited oversight from the broader governmental structures. They achieved a fair degree of prosperity. However, within the last twenty years, increasing [[Government in Voriland|government oversight]] has led to considerable poverty, exodus, and resentment.
===== Mine =====
Roughly 130 people work in the mine, but at its peak it employed almost 300. ''Needs more information.''
===== Effects of Vorish oversight =====
Initially it started with taxation under the promise of further military protection from bandits. The amount of taxes gradually increased over the next ten years, depleting any economic prosperity in the village. No military protections were ever solidified, with the exception of a single large delivery of weapons, armor, and several slim tomes on combat tactics.
About five years ago, an [[administratorship|administrator]] was put in place, removing the jarl from anything more than a ceremonial role. This was met with considerable outrage and resentment, but the villagers had been living a hand-to-mouth existence for so long they were unable to do anything substantial about it. The jarl was removed from his residence and it was left open for the assigned administrator.
Separate from the administratorship, a [[medic]] was also assigned to the area to combat the considerably lower lifespan seen in Tydes residents, due to disease, injury, and childbirth. This has already caused a dramatic jump in age at death from around 46 to 58, and still climbing. In the last two years under Sella's oversight, an average of two women died each year from childbirth, down from 18, among 248 live births. Additionally, only three children under the age of five died in total, down from roughly two in five in prior years. It's estimated that about 90% of children born in villages with medics will live to see their twentieth year, versus 55% in rural areas without a medic. This is the sole outcome of administratorship that the villagers enthusiastically agree with, and the medic is highly respected.
89d0934ca87a1e0a53353ebb3f4f07f1892c26cd
Drulize algae
0
17
67
37
2023-11-12T06:59:52Z
Katesquirrel
2
wikitext
text/x-wiki
Drulize algae is a form of algae requiring minimal sunlight. Its veracity in eating human waste quickly and efficiently has led to be used in the homes of nobles and non-nobles alike who have access to it.
Some chamber pots are sold “pre-seeded” with Drulize algae in a powdered form. Users need only add a specific amount of water allow it to sit overnight before they may begin to use it.
Drulize algae was discovered at the [[Somni Halls|Somni Hall]] in the swamp.
It has been compared to sourdough starter in its transferability, “feeding” requirements, and function.
9ef91d00413408ec28bbbc6ea1b19e31214f0d72
File:Overlook of the Gods light.jpg
6
38
68
2023-11-12T07:48:39Z
Katesquirrel
2
wikitext
text/x-wiki
Depicts the light at the top of the Overlook as seen from the Contested Lands.
d95ef942c7ff350ba088e236f00335041b30ccc5
Overlook of the Gods
0
39
69
2023-11-12T07:51:39Z
Katesquirrel
2
Created page with "[[File:Overlook of the Gods light.jpg|thumb|right|The Overlook of the Gods, with its visible light, as viewed from the Contested Lands]] The Overlook of the Gods is the tallest mountain in the [[Tydes Mountains|Tydes]] range and the purported home of the gods in Voriland. It is blasphemous for a human to try to scale its peak. It is about 20,000 ft tall."
wikitext
text/x-wiki
[[File:Overlook of the Gods light.jpg|thumb|right|The Overlook of the Gods, with its visible light, as viewed from the Contested Lands]]
The Overlook of the Gods is the tallest mountain in the [[Tydes Mountains|Tydes]] range and the purported home of the gods in Voriland. It is blasphemous for a human to try to scale its peak. It is about 20,000 ft tall.
9ecc734a81787773c5f907e1fa65564295d3bb54
File:Garden of the Gods.jpg
6
40
70
2023-11-12T07:55:41Z
Katesquirrel
2
wikitext
text/x-wiki
Image of the Garden of the Gods, showing multicolor trees and vibrant plants.
6a7b8f0c90cd6a84d3cf0195b9de4ef7745761bf
Garden of the Gods
0
41
71
2023-11-12T07:57:51Z
Katesquirrel
2
Created page with "[[File:Garden of the Gods.jpg|thumb|right|The Garden of the Gods]] The Garden of the Gods, located on the island of [[Marcheon (island)|Marcheon]], is believed to have been created by the gods and is one of the holiest places in [[Voriland (continent)|Voriland]]. Many accounts describe it as being created by [[Tunbold]] as a gift for [[Lida]] after his affair with [[Tamerra]] was discovered."
wikitext
text/x-wiki
[[File:Garden of the Gods.jpg|thumb|right|The Garden of the Gods]]
The Garden of the Gods, located on the island of [[Marcheon (island)|Marcheon]], is believed to have been created by the gods and is one of the holiest places in [[Voriland (continent)|Voriland]]. Many accounts describe it as being created by [[Tunbold]] as a gift for [[Lida]] after his affair with [[Tamerra]] was discovered.
4321f767eb236a3f624b72bd90d792c648703843
72
71
2023-11-12T08:22:10Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Garden of the Gods.jpg|thumb|right|The Garden of the Gods]]
The Garden of the Gods, located on the island of [[Marcheon (island)|Marcheon]], is believed to have been created by the gods and is one of the holiest places in [[Voriland (continent)|Voriland]]. Many accounts describe it as being created by [[Tunbold]] as a gift for [[Zita]] after his affair with [[Tamerra]] was discovered.
It sits on the natural river delta of the Azure Flow, the river running down from the Marcheon Mountains. Plants prosper there that aren’t found anywhere else on the planet. Vibrant rare willows, uniquely colored fluffy puffballs, and striking mushrooms dominate the area.
Despite its great beauty, every plant documented is incredibly poisonous.
The [[Temple of the Garden of the Gods]] priests and priestesses serve as ecological caretakers of the garden, offering tours to the affluent, and accepting donations.
6bfd295e2a09f16cbb1dbb3b561c416123f18a41
Isle of Eure
0
42
74
2023-11-12T19:50:01Z
Katesquirrel
2
Created page with "The Isle of Eure is located to the south of the Desert of [[Ya’zni]]. [[Sailor’s Lament]] is located on its northeast side. The [[Town of Eure]] is located on its northern side. Fort Eure is located on its eastern side. A recurring boat route exists between the Town of Eure and [[Port Lament]] on the mainland. ==Economy== Eure has a thriving seaport as it is the main port between Ya’zni and [[Levania]]. It has suffered somewhat in the [[Vorish-Levanian Civil War]..."
wikitext
text/x-wiki
The Isle of Eure is located to the south of the Desert of [[Ya’zni]]. [[Sailor’s Lament]] is located on its northeast side.
The [[Town of Eure]] is located on its northern side. Fort Eure is located on its eastern side. A recurring boat route exists between the Town of Eure and [[Port Lament]] on the mainland.
==Economy==
Eure has a thriving seaport as it is the main port between Ya’zni and [[Levania]]. It has suffered somewhat in the [[Vorish-Levanian Civil War]] as ships are not traveling with the same frequency between the two harbors.
==History and culture==
Eure was an independent island prior to [[The Conquering]]. Overt magic was not common but still respected and Eure had a proud reputation as skilled merchant sailors, capable of navigating Sailor’s Lament. Even after the Conquering, Eure still viewed themselves as being considerably independent. They enjoyed limited oversight from the capital and good relations with their trade partners.
=====Inquisition=====
After [[Magisterium|Violet Laws]], Eure was the location of the first [[Inquisitions|Inquisition]]. [[Audera]], on the southern side, had a beloved mage in residence. When inquisitors arrived, the people protected her. The inquisition brutally killed over 500 people that day, including the mage. It destroyed the population of the town.
=====Impact of the inquisition=====
Eure lost a tremendous amount of people, both in the initial death toll and then the subsequent exodus from the island. The temple on the northeast side of the island struggled to sustain itself and has not managed to recruit well following the inquisition. It has fostered a broad anti-Vorish sentiment in the area, although few would dare openly declare it. It has reached a point where parents of violet-eyes children born on Eure consider not sending them to the [[Magisterium]].
[[Egregore|Egregores]] have become a tremendous problem in the area around the abandoned town. They’ve killed a number of people and the area has been declared off limits especially at night.
Eure’s independent spirit has been considerably hampered, which has strongly affected the longstanding families on Eure.
e2218d949c664c6b1d78215f7658b37c31b53cea
75
74
2023-11-12T23:52:16Z
2600:1700:C120:E0C0:ADA5:D84:2D25:B6C5
0
wikitext
text/x-wiki
''It seems this page was written hastily and has a number of grammatical errors. Oops.''
The Isle of Eure is located to the south of the Desert of [[Ya’zni]]. [[Sailor’s Lament]] is located on its northeast side.
The [[Town of Eure]] is located on its northern side. Fort Eure is located on its eastern side. A recurring boat route exists between the Town of Eure and [[Port Lament]] on the mainland.
==Economy==
Eure has a thriving seaport as it is the main port between Ya’zni and [[Levania]]. It has suffered somewhat in the [[Vorish-Levanian Civil War]] as ships are not traveling with the same frequency between the two harbors.
==History and culture==
Eure was an independent island prior to [[The Conquering]]. Overt magic was not common but still respected and Eure had a proud reputation as skilled merchant sailors, capable of navigating Sailor’s Lament. Even after the Conquering, Eure still viewed themselves as being considerably independent. They enjoyed limited oversight from the capital and good relations with their trade partners.
=====Inquisition=====
After [[Magisterium|Violet Laws]], Eure was the location of the first [[Inquisitions|Inquisition]]. [[Audera]], on the southern side, had a beloved mage in residence. When inquisitors arrived, the people protected her. The inquisition brutally killed over 500 people that day, including the mage. It destroyed the population of the town.
=====Impact of the inquisition=====
Eure lost a tremendous amount of people, both in the initial death toll and then the subsequent exodus from the island. The temple on the northeast side of the island struggled to sustain itself and has not managed to recruit well following the inquisition. It has fostered a broad anti-Vorish sentiment in the area, although few would dare openly declare it. It has reached a point where parents of violet-eyes children born on Eure consider not sending them to the [[Magisterium]].
[[Egregore|Egregores]] have become a tremendous problem in the area around the abandoned town. They’ve killed a number of people and the area has been declared off limits especially at night.
Eure’s independent spirit has been considerably hampered, which has strongly affected the longstanding families on Eure.
704def55cef18b189d32cdc10a390b65bbbb5eb2
77
75
2023-11-14T06:31:54Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Eure Regional v1 5 mile.jpg|thumb|A tentative map of Eure; originally it was supposed to be 4x its current size]]
''It seems this page was written hastily and has a number of grammatical errors. Oops.''
The Isle of Eure is located to the south of the Desert of [[Ya’zni]]. [[Sailor’s Lament]] is located on its northeast side.
The [[Town of Eure]] is located on its northern side. Fort Eure is located on its eastern side. A recurring boat route exists between the Town of Eure and [[Port Lament]] on the mainland.
==Economy==
Eure has a thriving seaport as it is the main port between Ya’zni and [[Levania]]. It has suffered somewhat in the [[Vorish-Levanian Civil War]] as ships are not traveling with the same frequency between the two harbors.
==History and culture==
Eure was an independent island prior to [[The Conquering]]. Overt magic was not common but still respected and Eure had a proud reputation as skilled merchant sailors, capable of navigating Sailor’s Lament. Even after the Conquering, Eure still viewed themselves as being considerably independent. They enjoyed limited oversight from the capital and good relations with their trade partners.
=====Inquisition=====
After [[Magisterium|Violet Laws]], Eure was the location of the first [[Inquisitions|Inquisition]]. [[Audera]], on the southern side, had a beloved mage in residence. When inquisitors arrived, the people protected her. The inquisition brutally killed over 500 people that day, including the mage. It destroyed the population of the town.
=====Impact of the inquisition=====
Eure lost a tremendous amount of people, both in the initial death toll and then the subsequent exodus from the island. The temple on the northeast side of the island struggled to sustain itself and has not managed to recruit well following the inquisition. It has fostered a broad anti-Vorish sentiment in the area, although few would dare openly declare it. It has reached a point where parents of violet-eyes children born on Eure consider not sending them to the [[Magisterium]].
[[Egregore|Egregores]] have become a tremendous problem in the area around the abandoned town. They’ve killed a number of people and the area has been declared off limits especially at night.
Eure’s independent spirit has been considerably hampered, which has strongly affected the longstanding families on Eure.
bc0dd6dd38e87eabbcf53e6e01893b107d4a9415
File:Eure Regional v1 5 mile.jpg
6
43
76
2023-11-14T06:31:05Z
Katesquirrel
2
wikitext
text/x-wiki
Eure regional with five mile segments on the scale. Likely not going to be the final version.
6bfff8f8e75a8a8fb0c675eb7cbe1e4761f15dec
Voriland (continent)
0
14
78
27
2023-11-16T06:59:21Z
Katesquirrel
2
wikitext
text/x-wiki
''This page references the continent of Voriland, not the [[Voriland (government)|government of Voriland]].''
[[File:Voriland full continent.jpg|thumb|center|The entire continent of Voriland]]
The continent of Voriland consists of many small-scale biomes. The main continent spans roughly 3700 miles at its longest point.
== Notable Places in Central Voriland ==
* [[Isle of Eure]]
* [[Ya'zni]]
* [[Marcheon]]
* [[Sailor's Lament]]
* [[Wheatland]]
* [[Lakes of Central Voriland|Lakes Amuno, Sudra, and Pinaria]]
* [[Military fortresses of Central Voriland (active)|Forts N'zure, Eure, and Eglis]]
* [[North Cross]]
* [[Velliset]]
* [[Aldus]]
* [[The Mossy Pools]]
== Notable Places in the Contested Lands ==
''Also see [[The Contested Lands]]''
* [[Freespeak]]
* [[Lake Frisplan]]
* [[South Freespeak]]
* [[The Murky Lakes]]
* [[South Cross]]
* [[Salisas]]
* [[Sule]]
* [[Algore]]
* [[Almenia]]
* [[Trenis Lake]]
* [[Leita's Cross]]
* [[Parolis]]
* [[Turnmour]]
* [[Fristlee]]
* [[Levania]]
* [[Magoris]]
== Notable Places in the Salmorra Sea ==
''Also see [[Salmorra Sea]]''
* [[Bay of Salisas]]
* [[Bay of Levania]]
* [[Old Tigras Island]]
* [[Salmorra Chasm]]
* [[Sybilla Island]]
* [[Temple of Leonie|Isle of Leonie]]
* [[Alicka Island]]
* [[Manturine Island]]
== Notable Places in Dwarven Salvation ==
''Also see [[Dwarven Salvation (region)|Dwarven Salvation]]''
* [[Dwarven Salvation (city)|City of Dwarven Salvation]]
* [[Piq]]
== Notable Places in the Northern Reaches ==
''Also see [[Northern Reaches]]''
* [[The Frozen Wastes]]
* [[Hunter's Boon]]
* [[Durnslee]]
* [[Clearwater (lake)| Lake Clearwater]]
* [[Clearwater (city)| City of Clearwater]]
6f90af7765f95c32fe79fe9822d93caddb3d4da6
File:Leita's Cross at blocade.jpg
6
44
79
2023-11-16T07:02:47Z
Katesquirrel
2
wikitext
text/x-wiki
The village of Leita's Cross, as blockaded by Vorish soldiers
3adebf60304c07e22a410b13690682a8f10de857
Leita's Cross
0
45
80
2023-11-16T09:48:09Z
Katesquirrel
2
Created page with "[[File:Leita's Cross at blocade.jpg|frame|center|Leita's Cross when blockaded by Vorish soldiers]] Leita's Cross is a small walled village roughly 1.55 acres<sup>2</sup> situated at the center of a major crossroads between [[Almenia]], [[Sule]], [[Parolis]], and [[Levania]]. It is a transitory stopping point named for the woman who ran the first ran [[Leita's Cross Inn & Tavern]]. When the [[Vorish-Levanian Civil War]] broke out, Leita's Cross, recognizing their import..."
wikitext
text/x-wiki
[[File:Leita's Cross at blocade.jpg|frame|center|Leita's Cross when blockaded by Vorish soldiers]]
Leita's Cross is a small walled village roughly 1.55 acres<sup>2</sup> situated at the center of a major crossroads between [[Almenia]], [[Sule]], [[Parolis]], and [[Levania]]. It is a transitory stopping point named for the woman who ran the first ran [[Leita's Cross Inn & Tavern]].
When the [[Vorish-Levanian Civil War]] broke out, Leita's Cross, recognizing their importance as a vital transportation and commerce hub, declared neutrality and promised to honor whichever regime was victorious. This was acceptable to both governments for several years and, though [[Government of Voriland|Vorish]] troops pillaged around the village, they begrudgingly respected their neutrality and mostly left them alone.
Eventually, 75-150 Vorish soldiers would blockade the village in an attempt to starve them out, acting on intelligence that they were harboring a Levanian spy.
== Population and services ==
Leita's Cross has about 119 citizens mostly working in farming occupations to support the town, which has a strong commitment to community-minded agriculture. A few people have roles related to trading and commerce. They have two inns, Leita's Cross, now run by her great-great-grandchildren, directly at the crossroads and [[Halliwheel House]] at the gate to Levania.
Their unappointed villagemaster is somewhat wealthy trader [[Hurache Lidnow]]. They have a guardhall and retain nineteen guardsmen to patrol the walls. Like many small communities, they have common stables, common silos, and a single main mill, operated here by brothers [[Temetue & Clor Balmiller]]. Their commerce background has afforded them an actual plaza, which hosts a market most days, and a temple to the ''commerce god''.
Additional services include:
* ''Weaving and tailoring'' provided by [[Midge Sinrickle]]
* ''Leatherwork'' provided by [[Tulie Admo]]
* ''Blacksmithing'' provided by [[Haran Quickleaf]]
* ''Carpentry'' provided by [[Hume Bruckers]]
* ''Herbalism'' provided by [[Apria Valak]]
===== Culture and viewpoints =====
Villagers are very proud of their status as the most important crossroads in the Levanian region. Some families have been here from the time of the original Leita's Cross; all are from a twenty mile radius. Early on, before it was a village, some parents would abandon their children at the crossroads, believing they had quicker access to the gods this way. Leita's sister Fralla used to take them in and many of them became founding families with this complicated heritage.
Much of the older generation supports Voriland and is resentful of the villagemaster's "cowardly" stance to keep Leita's Cross neutral. This has caused some considerable conflict with the younger generation, who more frequently leave the town and are thus exposed to the Vorish destruction of the lands around the town.
===== Impact of blockade =====
Due to the nature of the village, many people were passing through and others sought refuge in the village when the Vorish troops blocked the gates. Roughly 65 refugees are currently in the village, taking up all possible inn rooms and spread over the town green in tents.
Troops torched the farmland and destroyed farms outside the village, leaving Leita's Cross with only the food in their silos and a few small plots inside the walls. To rectify the impending food shortage, Apria Valak, assisted by her apprentice [[Stassa Bruckers]] and Hume Bruckers, have seeded as much of the area as they can for wheat and corn.
== Blockade ==
===== Motivations =====
Vorish soldiers are acting on intelligence that there is a spy for Levania amongst them and they are harboring an illegal magic user. Their decision to starve them out specifically was fueled by resentment that Leita's Cross had opted to remain neutral in the war. They did not communicate with anyone at Leita's Cross that this was their motivations; as far as villagers are concerned, this happened out of the blue.
The herbalist Apria Valak has been working as a spy for Levania while disguising her identity as a [[Chloromancy|chloromancer]]. This started after she started caring for Stassa, because she did not want the girl to grow up in a world where she had to hide her magic.
===== Outcome =====
Once it became evident that it was definitely a blockade, Apria sent her familiar Tummo over the wall on the north side, which was not as well watched, with a message. Tummo traveled almost two weeks across the countryside to reach Calswys, a nearby village where Apria's contact lived. The contact then made for Levania to inform them of what had happened.
[[Lida]] was in Levania meeting with the king, having been captured in [[Marcheon]] and brought in. She volunteered to liberate the city and take it for Levania, the original act that named her The Defiant, ahead of Levanian troops bearing relief supplies. [[Teo Hillicks]] accompanied her and, after much strife on the matter, [[Maeva]] and [[Spod the Silent]] did as well. The ''whiny emo fey'' opted to remain in Levania where he was put in art school.
== Other villagers ==
''Starting at bottom left of the map''
===== Beltok-Brump families =====
TBD.
===== Moudra-Stamps-Tringo families =====
TBD.
===== Stira Vintor =====
Stira is a spinster whose brother ran the village silos until his passing. She has a respectable position in town and is generally considered polite yet very concerned with appearances. She's not happy there's a tent holding a family of eight in her backyard.
===== Mal and Shue Bruckers =====
Mal is a farmhand nearing retirement age, so he is transitioning to running the village silos. His wife Shue makes bread that she sells to people coming down to the village silos. Both are convinced they are going to die as a result of the blockade.
===== Tulia-Hamant family =====
A multigenerational family of six. The younger generations are farmhands and run the common stables. During the blockade, after Lida et al.'s arrival, the elderly matriarch and patriarch Miv and Rud Tulia commit suicide using stolen plants from Apria's garden, with a note saying they are too afraid and do not want to be tortured by Vorish soldiers.
===== Sipple-Minters-Covis families =====
This is five units consisting mostly of three intermarried families, with one building holding the newlywed Rold and Siva Ludbuns, the latter of which was a Sipple prior to marriage. They collectively have six children and all work as farmhands, except for one of the Covis men, who travels back and forth as a merchant between Leita's Cross and Sule and is in Sule at the time of the blockade.
===== Carbow-Wetchess families =====
Two widowed sisters, Ilda Carbow and Marda Wetchess, live here, raising their ten children collectively. Ilda works in the fields and Marda helps the tailor Midge Sinrickle. Both drink excessively and hate their lives. Marda desperately wants Wynis Tule but he has no interest in her.
===== Wynis Tule =====
The odd man out in the village, Wynis grew up in Leita's Cross and opted not to leave. He is a self-taught writer and has had three books of scientific poetry published in Levania. He rarely leaves his house and pays the youngest Sinrickle daughter Dinta to essentially take care of him. He has no interest in relationships or children and his relationship with Dinta is cordial, even kind, but very clinical.
===== Sinrickle family =====
Gorg and Hina Sinrickle live here with their nine children, including two sets of twins. The eldest, Midge, age 24 at the time of the blockade moved out to the building next door to become the town tailor and weaver, which her parents did not approve of. They are constantly trying to get her to marry. They do not approve of Lida at all and consider her a bad influence on young women.
===== Macule family =====
Cowler and Panna Macule are a relatively young couple with two children. Cowler manages some of the farming operations and Panna manages their home. They are terrified for what the blockade will mean for their children, who are both under three.
===== Gloris Ande =====
Gloris is a very feisty old widow who, unlike most of her generation, is angry at Voriland and thinks they overstepped in Freespeak. She'll fight with anybody who will listen about it. When Lida et al. climbs over the wall and lands in her shrubs, she whallops Teo with a shovel, thinking he is a Vorish soldier.
===== Tiloria family =====
Three adult sisters, Plara, Dora, and Calra Tiloria, live here with their elderly mother Ludwia. Calra is in courtship with Temetue Balmiller and Dora is betrothed to one of the Minters men. Plara is in a secret relationship with the second-eldest Sinrickle daughter, Mindis, and they have plans to elope to Levania.
===== Poudris-Kint-Seckle families =====
The Kint-Seckles are probably the most notable family to come out of the children abandoned at the crossroads. They also have a multigenerational issue with incest, which has led to a number of birth defects. Finally, the youngest Seckle daughter, Ima, a sickly waif of a woman with a host of genetic maladies, married outside the family to Trin Poudris, who was forced to move in. It's been a living nightmare for him ever since and he cannot convince Ima to move out. She is pregnant, and he has no idea if it is his.
8743ab6e6633c04124c322ec97bd9e2e2a12dd11
82
80
2023-11-16T10:47:06Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Leita's Cross at blockade v2.jpg|thumb|center|Leita's Cross while blockaded by Vorish troops]]
Leita's Cross is a small walled village roughly 1.55 acres<sup>2</sup> situated at the center of a major crossroads between [[Almenia]], [[Sule]], [[Parolis]], and [[Levania]]. It is a transitory stopping point named for the woman who ran the first ran [[Leita's Cross Inn & Tavern]].
When the [[Vorish-Levanian Civil War]] broke out, Leita's Cross, recognizing their importance as a vital transportation and commerce hub, declared neutrality and promised to honor whichever regime was victorious. This was acceptable to both governments for several years and, though [[Government of Voriland|Vorish]] troops pillaged around the village, they begrudgingly respected their neutrality and mostly left them alone.
Eventually, 75-150 Vorish soldiers would blockade the village in an attempt to starve them out, acting on intelligence that they were harboring a Levanian spy.
== Population and services ==
Leita's Cross has about 119 citizens mostly working in farming occupations to support the town, which has a strong commitment to community-minded agriculture. A few people have roles related to trading and commerce. They have two inns, Leita's Cross, now run by her great-great-grandchildren, directly at the crossroads and [[Halliwheel House]] at the gate to Levania.
Their unappointed villagemaster is somewhat wealthy trader [[Hurache Lidnow]]. They have a guardhall and retain nineteen guardsmen to patrol the walls. Like many small communities, they have common stables, common silos, and a single main mill, operated here by brothers [[Temetue & Clor Balmiller]]. Their commerce background has afforded them an actual plaza, which hosts a market most days, and a temple to the ''commerce god''.
Additional services include:
* ''Weaving and tailoring'' provided by [[Midge Sinrickle]]
* ''Leatherwork'' provided by [[Tulie Admo]]
* ''Blacksmithing'' provided by [[Haran Quickleaf]]
* ''Carpentry'' provided by [[Hume Bruckers]]
* ''Herbalism'' provided by [[Apria Valak]]
===== Culture and viewpoints =====
Villagers are very proud of their status as the most important crossroads in the Levanian region. Some families have been here from the time of the original Leita's Cross; all are from a twenty mile radius. Early on, before it was a village, some parents would abandon their children at the crossroads, believing they had quicker access to the gods this way. Leita's sister Fralla used to take them in and many of them became founding families with this complicated heritage.
Much of the older generation supports Voriland and is resentful of the villagemaster's "cowardly" stance to keep Leita's Cross neutral. This has caused some considerable conflict with the younger generation, who more frequently leave the town and are thus exposed to the Vorish destruction of the lands around the town.
===== Impact of blockade =====
Due to the nature of the village, many people were passing through and others sought refuge in the village when the Vorish troops blocked the gates. Roughly 65 refugees are currently in the village, taking up all possible inn rooms and spread over the town green in tents.
Troops torched the farmland and destroyed farms outside the village, leaving Leita's Cross with only the food in their silos and a few small plots inside the walls. To rectify the impending food shortage, Apria Valak, assisted by her apprentice [[Stassa Bruckers]] and Hume Bruckers, have seeded as much of the area as they can for wheat and corn.
== Blockade ==
===== Motivations =====
Vorish soldiers are acting on intelligence that there is a spy for Levania amongst them and they are harboring an illegal magic user. Their decision to starve them out specifically was fueled by resentment that Leita's Cross had opted to remain neutral in the war. They did not communicate with anyone at Leita's Cross that this was their motivations; as far as villagers are concerned, this happened out of the blue.
The herbalist Apria Valak has been working as a spy for Levania while disguising her identity as a [[Chloromancy|chloromancer]]. This started after she started caring for Stassa, because she did not want the girl to grow up in a world where she had to hide her magic.
===== Outcome =====
Once it became evident that it was definitely a blockade, Apria sent her familiar Tummo over the wall on the north side, which was not as well watched, with a message. Tummo traveled almost two weeks across the countryside to reach Calswys, a nearby village where Apria's contact lived. The contact then made for Levania to inform them of what had happened.
[[Lida]] was in Levania meeting with the king, having been captured in [[Marcheon]] and brought in. She volunteered to liberate the city and take it for Levania, the original act that named her The Defiant, ahead of Levanian troops bearing relief supplies. [[Teo Hillicks]] accompanied her and, after much strife on the matter, [[Maeva]] and [[Spod the Silent]] did as well. The ''whiny emo fey'' opted to remain in Levania where he was put in art school.
== Other villagers ==
''Starting at bottom left of the map''
===== Beltok-Brump families =====
TBD.
===== Moudra-Stamps-Tringo families =====
TBD.
===== Stira Vintor =====
Stira is a spinster whose brother ran the village silos until his passing. She has a respectable position in town and is generally considered polite yet very concerned with appearances. She's not happy there's a tent holding a family of eight in her backyard.
===== Mal and Shue Bruckers =====
Mal is a farmhand nearing retirement age, so he is transitioning to running the village silos. His wife Shue makes bread that she sells to people coming down to the village silos. Both are convinced they are going to die as a result of the blockade.
===== Tulia-Hamant family =====
A multigenerational family of six. The younger generations are farmhands and run the common stables. During the blockade, after Lida et al.'s arrival, the elderly matriarch and patriarch Miv and Rud Tulia commit suicide using stolen plants from Apria's garden, with a note saying they are too afraid and do not want to be tortured by Vorish soldiers.
===== Sipple-Minters-Covis families =====
This is five units consisting mostly of three intermarried families, with one building holding the newlywed Rold and Siva Ludbuns, the latter of which was a Sipple prior to marriage. They collectively have six children and all work as farmhands, except for one of the Covis men, who travels back and forth as a merchant between Leita's Cross and Sule and is in Sule at the time of the blockade.
===== Carbow-Wetchess families =====
Two widowed sisters, Ilda Carbow and Marda Wetchess, live here, raising their ten children collectively. Ilda works in the fields and Marda helps the tailor Midge Sinrickle. Both drink excessively and hate their lives. Marda desperately wants Wynis Tule but he has no interest in her.
===== Wynis Tule =====
The odd man out in the village, Wynis grew up in Leita's Cross and opted not to leave. He is a self-taught writer and has had three books of scientific poetry published in Levania. He rarely leaves his house and pays the youngest Sinrickle daughter Dinta to essentially take care of him. He has no interest in relationships or children and his relationship with Dinta is cordial, even kind, but very clinical.
===== Sinrickle family =====
Gorg and Hina Sinrickle live here with their nine children, including two sets of twins. The eldest, Midge, age 24 at the time of the blockade moved out to the building next door to become the town tailor and weaver, which her parents did not approve of. They are constantly trying to get her to marry. They do not approve of Lida at all and consider her a bad influence on young women.
===== Macule family =====
Cowler and Panna Macule are a relatively young couple with two children. Cowler manages some of the farming operations and Panna manages their home. They are terrified for what the blockade will mean for their children, who are both under three.
===== Gloris Ande =====
Gloris is a very feisty old widow who, unlike most of her generation, is angry at Voriland and thinks they overstepped in Freespeak. She'll fight with anybody who will listen about it. When Lida et al. climbs over the wall and lands in her shrubs, she whallops Teo with a shovel, thinking he is a Vorish soldier.
===== Tiloria family =====
Three adult sisters, Plara, Dora, and Calra Tiloria, live here with their elderly mother Ludwia. Calra is in courtship with Temetue Balmiller and Dora is betrothed to one of the Minters men. Plara is in a secret relationship with the second-eldest Sinrickle daughter, Mindis, and they have plans to elope to Levania.
===== Poudris-Kint-Seckle families =====
The Kint-Seckles are probably the most notable family to come out of the children abandoned at the crossroads. They also have a multigenerational issue with incest, which has led to a number of birth defects. Finally, the youngest Seckle daughter, Ima, a sickly waif of a woman with a host of genetic maladies, married outside the family to Trin Poudris, who was forced to move in. It's been a living nightmare for him ever since and he cannot convince Ima to move out. She is pregnant, and he has no idea if it is his.
dee2052e3f7f727358db370596b9ea02bd161db9
File:Leita's Cross at blockade v2.jpg
6
46
81
2023-11-16T10:44:32Z
Katesquirrel
2
wikitext
text/x-wiki
Updated map with road directions and modified scale.
ff903b281e4e4967e28073ed40743aa6bf4a74a5
File:Stassa Bruckers.jpg
6
47
83
2023-11-16T10:50:21Z
Katesquirrel
2
wikitext
text/x-wiki
A picture of Stassa Bruckers
0ead955dff93f8688f6c07a5581df0ccd6fb4f79
Stassa Bruckers
0
48
84
2023-11-16T10:58:29Z
Katesquirrel
2
Created page with "[[File:Stassa Bruckers.jpg|thumb|right|Stassa Bruckers at thirteen, during the blockade]] Stassa Bruckers is the niece of [[Hume Bruckers]], the carpenter of [[Leita's Cross]], and the apprentice of [[Apria Valak]], the village herbalist. She is a novice but skilled [[chloromancer]], which she has found great joy in and used to heal from her war trauma. At the beginning of the [[Vorish-Levanian Civil War]], [[Lida]] found then-nine-year-old Stassa and her mother in the..."
wikitext
text/x-wiki
[[File:Stassa Bruckers.jpg|thumb|right|Stassa Bruckers at thirteen, during the blockade]]
Stassa Bruckers is the niece of [[Hume Bruckers]], the carpenter of [[Leita's Cross]], and the apprentice of [[Apria Valak]], the village herbalist. She is a novice but skilled [[chloromancer]], which she has found great joy in and used to heal from her war trauma.
At the beginning of the [[Vorish-Levanian Civil War]], [[Lida]] found then-nine-year-old Stassa and her mother in the midst of a violent attack by [[Government of Voriland|Vorish]] soldiers. She killed their attackers, even though she was on the side of Voriland at that time, and brought Stassa and her mother to Leita's Cross. Stassa's mother succumbed to her wounds, even though Apria tried valiantly to save her, but Stassa survived.
Hume kept her, despite people in the town disagreeing with the decision because she had been raped and was considered a disgrace to his family, and began the long process of helping her heal from what happened, aided by Apria, who started a close and caring relationship with her.
6a998e89f2be3840bd6af2774a9babc1e91dd401
File:Hume Bruckers.jpg
6
49
85
2023-11-17T12:08:10Z
Katesquirrel
2
wikitext
text/x-wiki
Face of Hume Bruckers, carpenter at Leita’s Cross
6e57db22e0055036f19de42a1d9c0b5521d87493
Hume Bruckers
0
50
86
2023-11-17T12:11:35Z
Katesquirrel
2
Created page with "[[File:Hume Bruckers.jpg|thumb|right|Hume Bruckers]] Hume Bruckers is the carpenter at [[Leita’s Cross]]. He is a very skilled craftsman known throughout the Contrsted Lands for the quality and beauty of his work. He is the guardian of his niece [[Stassa Bruckers]]."
wikitext
text/x-wiki
[[File:Hume Bruckers.jpg|thumb|right|Hume Bruckers]]
Hume Bruckers is the carpenter at [[Leita’s Cross]]. He is a very skilled craftsman known throughout the Contrsted Lands for the quality and beauty of his work.
He is the guardian of his niece [[Stassa Bruckers]].
53c6dde8669d2d118a92ba33ffbba37b8081e0b4
90
86
2023-11-19T00:46:09Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Hume Bruckers.jpg|thumb|right|Hume Bruckers]]
Hume Bruckers is the carpenter at [[Leita's Cross]]. He is a very skilled craftsman known throughout the Contrsted Lands for the quality and beauty of his work.
He is the guardian of his niece [[Stassa Bruckers]].
b8755f7c1e4c18a9e41e931ee3f1b711d7bb68cc
Apria Valak
0
51
88
2023-11-18T10:24:45Z
Katesquirrel
2
Created page with "Apria Valak is the village herbalist at [[Leita's Cross]]. She also mentors [[Stassa Bruckers]]. She is secretly a [[chloromancer]] and [[Levania|Levanian]] spy."
wikitext
text/x-wiki
Apria Valak is the village herbalist at [[Leita's Cross]]. She also mentors [[Stassa Bruckers]]. She is secretly a [[chloromancer]] and [[Levania|Levanian]] spy.
d48f44dd2b56c5d7e173ca2184f23e793b820175
89
88
2023-11-18T10:25:59Z
Katesquirrel
2
wikitext
text/x-wiki
Apria Valak is the village herbalist at [[Leita's Cross]]. She also mentors [[Stassa Bruckers]]. She is secretly a [[Chloromancy|chloromancer]] and [[Levania|Levanian]] spy.
431a1282eaf5669bbf450c22a2cfdf3f321faadf
Chloromancy
0
52
91
2023-11-19T11:00:21Z
Katesquirrel
2
Created page with "''For more information on [[Magic use in Voriland]], see the associated pages.'' Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]]. == Understanding chloromancy == ===== Basics ===== Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them,..."
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar, and speaks Dwarven because her friend is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''
'''Perception:''' +23
'''Languages:''' Druidic, Dwarven, Levanian, Vorish
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4
'''Items:''' Mage Armor (Heightened 6th)
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.
'''HP''' 134, '''Resistances''' poison 7
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
'''Speed''' 25 feet
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning
'''Cryptic Spell ¤¹''' (Concentratem, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar*, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
*Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4''
'''Perception''' +12
''Languages:'' Dwarven, Levanian, Vorish
''Skills'' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10
''Str'' +0, ''Dex'' +1, ''Con'' +1, ''Int'' +2, ''Wis'' +4, ''Cha'' +1
''Items'' Mage Armor
''AC'' 18; ''Fort'' +9, ''Ref'' +7, ''Will'' +12
''HP'' 44
''Keep Up Appearances''『』 ''Trigger'' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.
''Shield Block''『』 ''Trigger'' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
''Catharsis: Misery''『』 ''Trigger'' You gain persistent damage from a foe. ''Effect'' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. ''Spell'' '''Phantom Pain''' ''Penalty'' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.
''Speed'' 25 feet
''Melee'' Flyssa +1 (Agile, Finesse, Versatile P), ''Damage'' 1d6 S
''Primal Known Spells'' DC 17, attack +7; ''Cantrips'' '''Slashing Gust'''
''Primal Prepared Spells'' DC 20, attack +10; ''2nd'' '''Boneshaker, Entangle, Heal (H+1);''' ''1st'' '''Briny Bolt, Airburst, Flourishing Flora;''' ''Cantrips'' '''Approximate, Root Reading, Timber, Healing Plaster, Stabilize'''
''Arcane Innate Spells'' DC 17, attack +7; ''Cantrips'' '''Detect Magic'''
''Focus Spells'' (2 points) ''Goodberry ¤² Range'' touch; ''Targets'' 1 ripe berry ''Duration'' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. ''Heightened (+1)'' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.
''Additional Feats'' '''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride'''
''Additional Specials'' '''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy'''
cbe723186f45efa67e9b5c8c1f0dc52f4fc141bc
92
91
2023-11-19T11:02:00Z
Katesquirrel
2
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.<br>
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)<br>
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis<br>
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar, and speaks Dwarven because her friend is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''<br>
'''Perception:''' +23<br>
'''Languages:''' Druidic, Dwarven, Levanian, Vorish<br>
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21<br>
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4<br>
'''Items:''' Mage Armor (Heightened 6th)<br>
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.<br>
'''HP''' 134, '''Resistances''' poison 7<br>
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Speed''' 25 feet<br>
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning<br>
'''Cryptic Spell ¤¹''' (Concentratem, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.<br>
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''<br>
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar*, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''<br>
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
*Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4''
'''Perception''' +12
''Languages:'' Dwarven, Levanian, Vorish
''Skills'' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10
''Str'' +0, ''Dex'' +1, ''Con'' +1, ''Int'' +2, ''Wis'' +4, ''Cha'' +1
''Items'' Mage Armor
''AC'' 18; ''Fort'' +9, ''Ref'' +7, ''Will'' +12
''HP'' 44
''Keep Up Appearances''『』 ''Trigger'' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.
''Shield Block''『』 ''Trigger'' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
''Catharsis: Misery''『』 ''Trigger'' You gain persistent damage from a foe. ''Effect'' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. ''Spell'' '''Phantom Pain''' ''Penalty'' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.
''Speed'' 25 feet
''Melee'' Flyssa +1 (Agile, Finesse, Versatile P), ''Damage'' 1d6 S
''Primal Known Spells'' DC 17, attack +7; ''Cantrips'' '''Slashing Gust'''
''Primal Prepared Spells'' DC 20, attack +10; ''2nd'' '''Boneshaker, Entangle, Heal (H+1);''' ''1st'' '''Briny Bolt, Airburst, Flourishing Flora;''' ''Cantrips'' '''Approximate, Root Reading, Timber, Healing Plaster, Stabilize'''
''Arcane Innate Spells'' DC 17, attack +7; ''Cantrips'' '''Detect Magic'''
''Focus Spells'' (2 points) ''Goodberry ¤² Range'' touch; ''Targets'' 1 ripe berry ''Duration'' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. ''Heightened (+1)'' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.
''Additional Feats'' '''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride'''
''Additional Specials'' '''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy'''
a8df8bf1f9c269893caf9c20a511474e6ffe5361
93
92
2023-11-19T11:03:34Z
Katesquirrel
2
/* Stassa Bruckers */
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.<br>
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)<br>
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis<br>
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar, and speaks Dwarven because her friend is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''<br>
'''Perception:''' +23<br>
'''Languages:''' Druidic, Dwarven, Levanian, Vorish<br>
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21<br>
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4<br>
'''Items:''' Mage Armor (Heightened 6th)<br>
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.<br>
'''HP''' 134, '''Resistances''' poison 7<br>
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Speed''' 25 feet<br>
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning<br>
'''Cryptic Spell ¤¹''' (Concentratem, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.<br>
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''<br>
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar*, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''<br>
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
*Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4''<br>
'''Perception''' +12<br>
''Languages:'' Dwarven, Levanian, Vorish<br>
''Skills'' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10<br>
''Str'' +0, ''Dex'' +1, ''Con'' +1, ''Int'' +2, ''Wis'' +4, ''Cha'' +1<br>
''Items'' Mage Armor<br>
''AC'' 18; ''Fort'' +9, ''Ref'' +7, ''Will'' +12<br>
''HP'' 44<br>
''Keep Up Appearances''『』 ''Trigger'' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.<br>
''Shield Block''『』 ''Trigger'' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
''Catharsis: Misery''『』 ''Trigger'' You gain persistent damage from a foe. ''Effect'' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. ''Spell'' '''Phantom Pain''' ''Penalty'' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.<br>
''Speed'' 25 feet<br>
''Melee'' Flyssa +1 (Agile, Finesse, Versatile P), ''Damage'' 1d6 slashing<br>
''Primal Known Spells'' DC 17, attack +7; ''Cantrips'' '''Slashing Gust'''<br>
''Primal Prepared Spells'' DC 20, attack +10; ''2nd'' '''Boneshaker, Entangle, Heal (H+1);''' ''1st'' '''Briny Bolt, Airburst, Flourishing Flora;''' ''Cantrips'' '''Approximate, Root Reading, Timber, Healing Plaster, Stabilize'''<br>
''Arcane Innate Spells'' DC 17, attack +7; ''Cantrips'' '''Detect Magic'''<br>
''Focus Spells'' (2 points) ''Goodberry ¤² Range'' touch; ''Targets'' 1 ripe berry ''Duration'' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. ''Heightened (+1)'' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
''Additional Feats'' '''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride'''<br>
''Additional Specials'' '''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy'''
2d99c91dd4aa3e459385dcf739c33efa5f46eb55
94
93
2023-11-19T11:04:37Z
Katesquirrel
2
/* Stassa Bruckers */
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.<br>
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)<br>
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis<br>
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar, and speaks Dwarven because her friend is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''<br>
'''Perception:''' +23<br>
'''Languages:''' Druidic, Dwarven, Levanian, Vorish<br>
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21<br>
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4<br>
'''Items:''' Mage Armor (Heightened 6th)<br>
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.<br>
'''HP''' 134, '''Resistances''' poison 7<br>
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Speed''' 25 feet<br>
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning<br>
'''Cryptic Spell ¤¹''' (Concentratem, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.<br>
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''<br>
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar*, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''<br>
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
*Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
'''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4'''<br>
'''Perception''' +12<br>
'''Languages:''' Dwarven, Levanian, Vorish<br>
'''Skills''' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10<br>
'''Str''' +0, '''Dex''' +1, '''Con''' +1, '''Int''' +2, '''Wis''' +4, '''Cha''' +1<br>
''Items'' Mage Armor<br>
''AC'' 18; ''Fort'' +9, ''Ref'' +7, ''Will'' +12<br>
''HP'' 44<br>
''Keep Up Appearances''『』 ''Trigger'' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.<br>
''Shield Block''『』 ''Trigger'' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
''Catharsis: Misery''『』 ''Trigger'' You gain persistent damage from a foe. ''Effect'' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. ''Spell'' '''Phantom Pain''' ''Penalty'' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.<br>
''Speed'' 25 feet<br>
''Melee'' Flyssa +1 (Agile, Finesse, Versatile P), ''Damage'' 1d6 slashing<br>
''Primal Known Spells'' DC 17, attack +7; ''Cantrips'' '''Slashing Gust'''<br>
''Primal Prepared Spells'' DC 20, attack +10; ''2nd'' '''Boneshaker, Entangle, Heal (H+1);''' ''1st'' '''Briny Bolt, Airburst, Flourishing Flora;''' ''Cantrips'' '''Approximate, Root Reading, Timber, Healing Plaster, Stabilize'''<br>
''Arcane Innate Spells'' DC 17, attack +7; ''Cantrips'' '''Detect Magic'''<br>
''Focus Spells'' (2 points) ''Goodberry ¤² Range'' touch; ''Targets'' 1 ripe berry ''Duration'' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. ''Heightened (+1)'' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
''Additional Feats'' '''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride'''<br>
''Additional Specials'' '''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy'''
09cd14bda82b16f9a391baea6a8cf526217b8964
95
94
2023-11-19T11:06:10Z
Katesquirrel
2
/* Stassa Bruckers */
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.<br>
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)<br>
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis<br>
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar, and speaks Dwarven because her friend is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''<br>
'''Perception:''' +23<br>
'''Languages:''' Druidic, Dwarven, Levanian, Vorish<br>
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21<br>
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4<br>
'''Items:''' Mage Armor (Heightened 6th)<br>
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.<br>
'''HP''' 134, '''Resistances''' poison 7<br>
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Speed''' 25 feet<br>
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning<br>
'''Cryptic Spell ¤¹''' (Concentratem, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.<br>
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''<br>
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar*, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''<br>
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
*Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
'''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4'''<br>
'''Perception''' +12<br>
'''Languages:''' Dwarven, Levanian, Vorish<br>
'''Skills''' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10<br>
'''Str''' +0, '''Dex''' +1, '''Con''' +1, '''Int''' +2, '''Wis''' +4, '''Cha''' +1<br>
'''Items''' Mage Armor<br>
'''AC''' 18; '''Fort''' +9, '''Ref''' +7, '''Will''' +12<br>
'''HP''' 44<br>
'''Keep Up Appearances'''『』 '''Trigger''' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.<br>
'''Shield Block'''『』 '''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Catharsis: Misery'''『』 '''Trigger''' You gain persistent damage from a foe. '''Effect''' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. '''Spell''' ''Phantom Pain'' '''Penalty''' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.<br>
'''Speed''' 25 feet<br>
'''Melee''' Flyssa +1 (Agile, Finesse, Versatile P), '''Damage''' 1d6 slashing<br>
'''Primal Known Spells''' DC 17, attack +7; '''Cantrips''' ''Slashing Gust''<br>
''Primal Prepared Spells'' DC 20, attack +10; ''2nd'' '''Boneshaker, Entangle, Heal (H+1);''' ''1st'' '''Briny Bolt, Airburst, Flourishing Flora;''' ''Cantrips'' '''Approximate, Root Reading, Timber, Healing Plaster, Stabilize'''<br>
''Arcane Innate Spells'' DC 17, attack +7; ''Cantrips'' '''Detect Magic'''<br>
''Focus Spells'' (2 points) ''Goodberry ¤² Range'' touch; ''Targets'' 1 ripe berry ''Duration'' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. ''Heightened (+1)'' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
''Additional Feats'' '''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride'''<br>
''Additional Specials'' '''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy'''
ff629148ad009e74536e8ea1049e04374955fb2b
96
95
2023-11-19T11:08:11Z
Katesquirrel
2
/* Stassa Bruckers */
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.<br>
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)<br>
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis<br>
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar, and speaks Dwarven because her friend is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''<br>
'''Perception:''' +23<br>
'''Languages:''' Druidic, Dwarven, Levanian, Vorish<br>
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21<br>
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4<br>
'''Items:''' Mage Armor (Heightened 6th)<br>
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.<br>
'''HP''' 134, '''Resistances''' poison 7<br>
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Speed''' 25 feet<br>
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning<br>
'''Cryptic Spell ¤¹''' (Concentratem, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.<br>
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''<br>
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar*, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''<br>
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
*Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
'''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4'''<br>
'''Perception''' +12<br>
'''Languages:''' Dwarven, Levanian, Vorish<br>
'''Skills''' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10<br>
'''Str''' +0, '''Dex''' +1, '''Con''' +1, '''Int''' +2, '''Wis''' +4, '''Cha''' +1<br>
'''Items''' Mage Armor<br>
'''AC''' 18; '''Fort''' +9, '''Ref''' +7, '''Will''' +12<br>
'''HP''' 44<br>
'''Keep Up Appearances'''『』 '''Trigger''' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.<br>
'''Shield Block'''『』 '''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Catharsis: Misery'''『』 '''Trigger''' You gain persistent damage from a foe. '''Effect''' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. '''Spell''' ''Phantom Pain'' '''Penalty''' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.<br>
'''Speed''' 25 feet<br>
'''Melee''' Flyssa +1 (Agile, Finesse, Versatile P), '''Damage''' 1d6 slashing<br>
'''Primal Known Spells''' DC 17, attack +7; '''Cantrips''' ''Slashing Gust''<br>
'''Primal Prepared Spells''' DC 20, attack +10; '''2nd''' ''Boneshaker, Entangle, Heal (H+1);'' '''1st''' ''Briny Bolt, Airburst, Flourishing Flora;'' '''Cantrips''' ''Approximate, Root Reading, Timber, Healing Plaster, Stabilize''<br>
'''Arcane Innate Spells''' DC 17, attack +7; '''Cantrips'' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride''<br>
'''Additional Specials''' ''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy''
a04afe438fbc64a8f8359a59a391d5c816b23f68
97
96
2023-11-19T11:09:14Z
Katesquirrel
2
/* Apria Valak */
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.<br>
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)<br>
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis<br>
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar, and speaks Dwarven because her friend is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''<br>
'''Perception:''' +23<br>
'''Languages:''' Druidic, Dwarven, Levanian, Vorish<br>
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21<br>
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4<br>
'''Items:''' Mage Armor (Heightened 6th)<br>
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.<br>
'''HP''' 134, '''Resistances''' poison 7<br>
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Speed''' 25 feet<br>
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning<br>
'''Cryptic Spell ¤¹''' (Concentratem, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.<br>
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''<br>
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar†, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''<br>
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
†Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
'''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4'''<br>
'''Perception''' +12<br>
'''Languages:''' Dwarven, Levanian, Vorish<br>
'''Skills''' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10<br>
'''Str''' +0, '''Dex''' +1, '''Con''' +1, '''Int''' +2, '''Wis''' +4, '''Cha''' +1<br>
'''Items''' Mage Armor<br>
'''AC''' 18; '''Fort''' +9, '''Ref''' +7, '''Will''' +12<br>
'''HP''' 44<br>
'''Keep Up Appearances'''『』 '''Trigger''' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.<br>
'''Shield Block'''『』 '''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Catharsis: Misery'''『』 '''Trigger''' You gain persistent damage from a foe. '''Effect''' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. '''Spell''' ''Phantom Pain'' '''Penalty''' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.<br>
'''Speed''' 25 feet<br>
'''Melee''' Flyssa +1 (Agile, Finesse, Versatile P), '''Damage''' 1d6 slashing<br>
'''Primal Known Spells''' DC 17, attack +7; '''Cantrips''' ''Slashing Gust''<br>
'''Primal Prepared Spells''' DC 20, attack +10; '''2nd''' ''Boneshaker, Entangle, Heal (H+1);'' '''1st''' ''Briny Bolt, Airburst, Flourishing Flora;'' '''Cantrips''' ''Approximate, Root Reading, Timber, Healing Plaster, Stabilize''<br>
'''Arcane Innate Spells''' DC 17, attack +7; '''Cantrips'' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride''<br>
'''Additional Specials''' ''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy''
56ad83c6e666e723885b73eaed0b37122cb887ba
98
97
2023-11-19T11:09:59Z
Katesquirrel
2
/* Apria Valak */
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.<br>
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)<br>
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis<br>
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar, and speaks Dwarven because her friend is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''<br>
'''Perception:''' +23<br>
'''Languages:''' Druidic, Dwarven, Levanian, Vorish<br>
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21<br>
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4<br>
'''Items:''' Mage Armor (Heightened 6th)<br>
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.<br>
'''HP''' 134, '''Resistances''' poison 7<br>
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Speed''' 25 feet<br>
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning<br>
'''Cryptic Spell ¤¹''' (Concentration, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.<br>
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''<br>
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar†, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''<br>
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
†Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
'''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4'''<br>
'''Perception''' +12<br>
'''Languages:''' Dwarven, Levanian, Vorish<br>
'''Skills''' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10<br>
'''Str''' +0, '''Dex''' +1, '''Con''' +1, '''Int''' +2, '''Wis''' +4, '''Cha''' +1<br>
'''Items''' Mage Armor<br>
'''AC''' 18; '''Fort''' +9, '''Ref''' +7, '''Will''' +12<br>
'''HP''' 44<br>
'''Keep Up Appearances'''『』 '''Trigger''' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.<br>
'''Shield Block'''『』 '''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Catharsis: Misery'''『』 '''Trigger''' You gain persistent damage from a foe. '''Effect''' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. '''Spell''' ''Phantom Pain'' '''Penalty''' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.<br>
'''Speed''' 25 feet<br>
'''Melee''' Flyssa +1 (Agile, Finesse, Versatile P), '''Damage''' 1d6 slashing<br>
'''Primal Known Spells''' DC 17, attack +7; '''Cantrips''' ''Slashing Gust''<br>
'''Primal Prepared Spells''' DC 20, attack +10; '''2nd''' ''Boneshaker, Entangle, Heal (H+1);'' '''1st''' ''Briny Bolt, Airburst, Flourishing Flora;'' '''Cantrips''' ''Approximate, Root Reading, Timber, Healing Plaster, Stabilize''<br>
'''Arcane Innate Spells''' DC 17, attack +7; '''Cantrips'' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride''<br>
'''Additional Specials''' ''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy''
45993b88d6665f17a9ef57b727efec465a90026e
99
98
2023-11-19T11:10:39Z
Katesquirrel
2
/* Stassa Bruckers */
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.<br>
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)<br>
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis<br>
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar, and speaks Dwarven because her friend is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''<br>
'''Perception:''' +23<br>
'''Languages:''' Druidic, Dwarven, Levanian, Vorish<br>
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21<br>
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4<br>
'''Items:''' Mage Armor (Heightened 6th)<br>
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.<br>
'''HP''' 134, '''Resistances''' poison 7<br>
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Speed''' 25 feet<br>
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning<br>
'''Cryptic Spell ¤¹''' (Concentration, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.<br>
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''<br>
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar†, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''<br>
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
†Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4''<br>
'''Perception''' +12<br>
'''Languages:''' Dwarven, Levanian, Vorish<br>
'''Skills''' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10<br>
'''Str''' +0, '''Dex''' +1, '''Con''' +1, '''Int''' +2, '''Wis''' +4, '''Cha''' +1<br>
'''Items''' Mage Armor<br>
'''AC''' 18; '''Fort''' +9, '''Ref''' +7, '''Will''' +12<br>
'''HP''' 44<br>
'''Keep Up Appearances'''『』 '''Trigger''' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.<br>
'''Shield Block'''『』 '''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Catharsis: Misery'''『』 '''Trigger''' You gain persistent damage from a foe. '''Effect''' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. '''Spell''' ''Phantom Pain'' '''Penalty''' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.<br>
'''Speed''' 25 feet<br>
'''Melee''' Flyssa +1 (Agile, Finesse, Versatile P), '''Damage''' 1d6 slashing<br>
'''Primal Known Spells''' DC 17, attack +7; '''Cantrips''' ''Slashing Gust''<br>
'''Primal Prepared Spells''' DC 20, attack +10; '''2nd''' ''Boneshaker, Entangle, Heal (H+1);'' '''1st''' ''Briny Bolt, Airburst, Flourishing Flora;'' '''Cantrips''' ''Approximate, Root Reading, Timber, Healing Plaster, Stabilize''<br>
'''Arcane Innate Spells''' DC 17, attack +7; '''Cantrips'' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride''<br>
'''Additional Specials''' ''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy''
ec963a219a6ae1c6bdc9f571a0b18c4754745e87
100
99
2023-11-19T11:11:00Z
Katesquirrel
2
/* Example chloromancers */
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.<br>
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)<br>
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis<br>
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar, and speaks Dwarven because her friend is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''<br>
'''Perception:''' +23<br>
'''Languages:''' Druidic, Dwarven, Levanian, Vorish<br>
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21<br>
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4<br>
'''Items:''' Mage Armor (Heightened 6th)<br>
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.<br>
'''HP''' 134, '''Resistances''' poison 7<br>
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Speed''' 25 feet<br>
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning<br>
'''Cryptic Spell ¤¹''' (Concentration, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.<br>
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''<br>
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar†, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''<br>
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
†Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4''<br>
'''Perception''' +12<br>
'''Languages:''' Dwarven, Levanian, Vorish<br>
'''Skills''' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10<br>
'''Str''' +0, '''Dex''' +1, '''Con''' +1, '''Int''' +2, '''Wis''' +4, '''Cha''' +1<br>
'''Items''' Mage Armor<br>
'''AC''' 18; '''Fort''' +9, '''Ref''' +7, '''Will''' +12<br>
'''HP''' 44<br>
'''Keep Up Appearances'''『』 '''Trigger''' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.<br>
'''Shield Block'''『』 '''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Catharsis: Misery'''『』 '''Trigger''' You gain persistent damage from a foe. '''Effect''' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. '''Spell''' ''Phantom Pain'' '''Penalty''' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.<br>
'''Speed''' 25 feet<br>
'''Melee''' Flyssa +1 (Agile, Finesse, Versatile P), '''Damage''' 1d6 slashing<br>
'''Primal Known Spells''' DC 17, attack +7; '''Cantrips''' ''Slashing Gust''<br>
'''Primal Prepared Spells''' DC 20, attack +10; '''2nd''' ''Boneshaker, Entangle, Heal (H+1);'' '''1st''' ''Briny Bolt, Airburst, Flourishing Flora;'' '''Cantrips''' ''Approximate, Root Reading, Timber, Healing Plaster, Stabilize''<br>
'''Arcane Innate Spells''' DC 17, attack +7; '''Cantrips'' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride''<br>
'''Additional Specials''' ''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy''
d86052e04f4a66cdd5f07bd36c7c3f9765adc665
Magic use in Voriland
0
53
101
2023-11-19T12:29:43Z
Katesquirrel
2
Created page with "This page documents the broad rules surrounding the magic system in [[Continent of Voriland|Voriland]]. == Culture around magic == ===== In Voriland ===== The country of [[Country of Voriland|Voriland]] has very harsh and punitive laws around magic that have resulted in most magic users doing so illegally. Since the [[Violet Laws]], they only allow [[Praetor (class)|praetors]] and [[Medenti (class)|medenti]] to attend the [[Magisterium|sole magic school]] and have wide..."
wikitext
text/x-wiki
This page documents the broad rules surrounding the magic system in [[Continent of Voriland|Voriland]].
== Culture around magic ==
===== In Voriland =====
The country of [[Country of Voriland|Voriland]] has very harsh and punitive laws around magic that have resulted in most magic users doing so illegally. Since the [[Violet Laws]], they only allow [[Praetor (class)|praetors]] and [[Medenti (class)|medenti]] to attend the [[Magisterium|sole magic school]] and have wide inquisitions to punish illegal magic use. Magic users now practice in secret, though sometimes in remote villages it's an open secret. This has caused some resentment towards praetors and medentis and very limited growth in magical practice and application in the last 200 years.
[[Levania]] is much more encouraging of magic use, which has caused a proliferation of new ideas and methods around magic. They have multiple magic schools teaching in different areas and are researching various applications of magic in the area. Still, with the [[Vorish-Levanian Civil War]], many practitioners outside the capital are forced to hide their abilities or face death by the Vorish army.
== Basics of magic ==
===== Population of magic users =====
It's not well known or understood, but most people are born with an innate magical ability that, if cultivated, can produce wide results in a variety of schools. This aptitude declines with age and lack of use or conscious suppression. As a result, Voriland only recognizes that a generous .5% of the population could possibly have any magical ability; Levania's estimates at 10-15% are still very low for the reality of the situation. If properly fostered from birth, probably about 70% of the population would ultimately have the ability to cast at least one minor cantrip, with around 30% becoming major magic users.
Magic use is inherent and innate. It's believed to have [[Religion in Voriland|come from the gods]], with each god having a specific magical domain, but it is actually tied deeply with the planet itself. As a result, [[Crystal magic|crystal magic]] is recognized as a powerful tool in healing and defense.
===== School identification =====
Most magic users believe they are tied to specific schools and practices. Many can and do cast outside of that specific area, but they do not fully identify with that area or may not see it as a separate school at all.
For example, [[Lida]] as a praetor (which is best understood through the Pathfinder kineticist class and is strong in elemental magic) can cast from [[Pyromancy|pyromancy]] and [[Aquamancy|aquamancy]], but she is also capable of violent evocation magic [[Violomancy|violomancy]] and temperature changes in [[Mutamancy|mutamancy]]. However, she by and large strictly identifies as a praetor unless speaking in the specific context of a skillset.
Praetors and medentis have specific, structured skill arenas (similar to skill trees, but more nebulous to accommodate the imprecision of an intuitive practice) that converge and separate. Outside the Magisterium, where magic users are often informally apprenticed and are rarely trained in a structured setting, such separations between magical areas is largely pointless.
===== Detecting magic =====
One main similarity of magic users is that they typically can all detect magic to some degree. Individuals with lower or more suppressed aptitude may have more difficulty with both detecting and being detected. This has led some illegal magic users to carry around a [[Silentium (crystal)|silentium]] crystal to hamper detection.
''In terms of Pathfinder:'' '''Detect Magic''' is going to be an innate skill that all magic users possess. DC will be higher to detect lower levels of general aptitude.
===== Lost magic =====
Some magic is believed to have been "lost". A major example of this is [[Telekinesis|telekinesis]], which was the domain of the ''arts god'' and, as he did not end up having any living children, was believed to not have passed into the population. The reality is all the magic is still there, but throughout the [[Time of Blindness]] understandings of it have been lost, and Voriland's wanton suppression of magic, amongst other things, has prevented it from being reclaimed.
== Schools of magic in Voriland ==
* [[Atmomancy]] - weather magic
* [[Chloromancy]] - plant magic
* [[Elemental magic]]
* Enchantment and charisma magic
* [[Necromancy]]
* Transmutation (to a limited degree)
* [[Violomancy]] - typically violent evocation
===== Magic not found in Voriland =====
From reviewing the Pathfinder options, it seems the only hard lines are:
* time magic
* divination
* Pathfinder lore-specific things
Telekinesis is a very specific case. Though it's not lost, it's incredibly rare that a magic user even has an inkling of how it actually works, so all feats, spells, and the like are generally off the table. See [[Creating a Pathfinder character]] for specific things that are off the table.
315a0e39de17aa86b547cc52927bbb998e7edaba
Creating a Pathfinder character
0
54
102
2023-11-19T13:18:52Z
Katesquirrel
2
Created page with "== Backgrounds == ===== Custom backgrounds ===== Coming soon. ===== Backgrounds if you want to do something specific to this world ===== These are all simply recommendations. * Saved by [[Merfolk (species)|merfolk]] and returned to the surface: ''Song of the Deep'' * [[Crystal magic]] practitioner: ''Crystal Healer'' * Left the cult of [[Tyllundi]]: ''Cultist'' * Member of the [[Vorish royal family|royal family]]: ''Royalty'' * [[Levania|Levanian]] chloromancy scientist..."
wikitext
text/x-wiki
== Backgrounds ==
===== Custom backgrounds =====
Coming soon.
===== Backgrounds if you want to do something specific to this world =====
These are all simply recommendations.
* Saved by [[Merfolk (species)|merfolk]] and returned to the surface: ''Song of the Deep''
* [[Crystal magic]] practitioner: ''Crystal Healer''
* Left the cult of [[Tyllundi]]: ''Cultist''
* Member of the [[Vorish royal family|royal family]]: ''Royalty''
* [[Levania|Levanian]] chloromancy scientist: ''Dendrologist''
* Levanian geologist: ''Surge Investigator (Nature)''
* Levanian spy: "Bright Lion"
* Absolutely freaked out by magic: ''Witch Wary''
* Someone who's tried to live year-round at [[Hunter's Boon]]: ''Borderlands Pioneer'' or ''Northland Forager''
===== Backgrounds that aren't recommended =====
* ''Astrologer.'' Very few people in Voriland use astrology. (Please don't make me make a star chart.)
* ''Elementally Infused.'' This one would need to be substantially reworked in a lore sense.
* ''Codebreaker." Not inherently against it, but I don't know how it would work.
===== Backgrounds that are unavailable =====
Most of these are special rare backgrounds, involve time travel, clockwork, specific settings, guns, etc.
* ''Aspiring River Monarch'' - Not available in this setting.
* ''Archaeological Augur'' - Doesn't work with the magic system.
* ''Banished Clockwork Priest'' - Doesn't work with this setting.
* ''Beast Blessed'' - Doesn't work with the magic system.
* ''Bellflower Agent'' - There's no halflings in this system.
* ''Child of the Twin Village'' - Specific to Pathfinder settings.
* ''Clockfighter'' - Not available in this setting.
* ''Concordance Researcher'' and ''Concordance Scout" - Specific to Pathfinder settings.
* ''Construction Occultist'' - Doesn't work with the setting.
* ''Corpse Stitcher'' - No.
* ''Discarded Duplicate'' - Specific to Pathfinder settings.
* ''Doomcaller'' - Doesn't work with this setting.
* ''Dreams of Vengeance'' - Doesn't work with this setting.
* ''Feybound'' - The [[Fairy (species)|Fey]] in this world just reside in a city-state.
* ''Genie-Blessed'' - No genies in this world.
* ''Goblinblood Orphan'' - Not relevant to this setting.
* ''Gunsmith'' - NO GUNS. ABSOLUTELY NOT.
* ''Lost Loved One'' - Doesn't work with the setting.
* ''Mechanical Symbiosis'' - Not available in this setting.
* ''Planar Migrant'' - There aren't really any planes in this world.
* ''Ratted Out Gun Runner'' - I already said it.
* ''Reborn Soul'' - Doesn't work with the magic system.
* ''Returned'' and ''Revenant'' - Doesn't work with any of this world.
* ''Ruby Phoenix Fanatic'' - Pathfinder specific setting.
* ''Saved by Clockwork'' - Not available in this setting.
* ''Scion of Slayers'' - Not available in this setting.
* ''Seer of the Dead'' - Not unless you want to have psychosis.
* ''Sense of Belonging'' - Pathfinder specific setting.
* ''Starless One'' - Doesn't work with this setting.
* ''Tech Reliant'' - Doesn't work with this setting.
* ''Time Traveler'' - Not available with the magic system.
* ''Tomb Born'' - Doesn't work with this setting.
* ''Total Power'' - Pathfinder specific setting.
* ''Wanderlust'' - Pathfinder specific setting.
* ''Wishes for Riches'' - Pathfinder specific setting.
* ''Witchlight Follower'' - Not relevant to this setting.
* ''Writ in the Stars'' - Pathfinder specific setting.
e15f8000c30d2f2f2f87c87a22c1f05d02a549fd
103
102
2023-11-19T13:19:29Z
Katesquirrel
2
/* Backgrounds that are unavailable */
wikitext
text/x-wiki
== Backgrounds ==
===== Custom backgrounds =====
Coming soon.
===== Backgrounds if you want to do something specific to this world =====
These are all simply recommendations.
* Saved by [[Merfolk (species)|merfolk]] and returned to the surface: ''Song of the Deep''
* [[Crystal magic]] practitioner: ''Crystal Healer''
* Left the cult of [[Tyllundi]]: ''Cultist''
* Member of the [[Vorish royal family|royal family]]: ''Royalty''
* [[Levania|Levanian]] chloromancy scientist: ''Dendrologist''
* Levanian geologist: ''Surge Investigator (Nature)''
* Levanian spy: "Bright Lion"
* Absolutely freaked out by magic: ''Witch Wary''
* Someone who's tried to live year-round at [[Hunter's Boon]]: ''Borderlands Pioneer'' or ''Northland Forager''
===== Backgrounds that aren't recommended =====
* ''Astrologer.'' Very few people in Voriland use astrology. (Please don't make me make a star chart.)
* ''Elementally Infused.'' This one would need to be substantially reworked in a lore sense.
* ''Codebreaker." Not inherently against it, but I don't know how it would work.
===== Backgrounds that are unavailable =====
Most of these are special rare backgrounds, involve time travel, clockwork, specific settings, guns, etc.
* ''Aspiring River Monarch'' - Not available in this setting.
* ''Archaeological Augur'' - Doesn't work with the magic system.
* ''Banished Clockwork Priest'' - Doesn't work with this setting.
* ''Beast Blessed'' - Doesn't work with the magic system.
* ''Bellflower Agent'' - There's no halflings in this system.
* ''Child of the Twin Village'' - Specific to Pathfinder settings.
* ''Clockfighter'' - Not available in this setting.
* ''Concordance Researcher'' and ''Concordance Scout'' - Specific to Pathfinder settings.
* ''Construction Occultist'' - Doesn't work with the setting.
* ''Corpse Stitcher'' - No.
* ''Discarded Duplicate'' - Specific to Pathfinder settings.
* ''Doomcaller'' - Doesn't work with this setting.
* ''Dreams of Vengeance'' - Doesn't work with this setting.
* ''Feybound'' - The [[Fairy (species)|Fey]] in this world just reside in a city-state.
* ''Genie-Blessed'' - No genies in this world.
* ''Goblinblood Orphan'' - Not relevant to this setting.
* ''Gunsmith'' - NO GUNS. ABSOLUTELY NOT.
* ''Lost Loved One'' - Doesn't work with the setting.
* ''Mechanical Symbiosis'' - Not available in this setting.
* ''Planar Migrant'' - There aren't really any planes in this world.
* ''Ratted Out Gun Runner'' - I already said it.
* ''Reborn Soul'' - Doesn't work with the magic system.
* ''Returned'' and ''Revenant'' - Doesn't work with any of this world.
* ''Ruby Phoenix Fanatic'' - Pathfinder specific setting.
* ''Saved by Clockwork'' - Not available in this setting.
* ''Scion of Slayers'' - Not available in this setting.
* ''Seer of the Dead'' - Not unless you want to have psychosis.
* ''Sense of Belonging'' - Pathfinder specific setting.
* ''Starless One'' - Doesn't work with this setting.
* ''Tech Reliant'' - Doesn't work with this setting.
* ''Time Traveler'' - Not available with the magic system.
* ''Tomb Born'' - Doesn't work with this setting.
* ''Total Power'' - Pathfinder specific setting.
* ''Wanderlust'' - Pathfinder specific setting.
* ''Wishes for Riches'' - Pathfinder specific setting.
* ''Witchlight Follower'' - Not relevant to this setting.
* ''Writ in the Stars'' - Pathfinder specific setting.
0b3bfaaa311d22c325b7ae7917772edd8a3ecd73
105
103
2023-11-20T06:30:34Z
Katesquirrel
2
/* Custom backgrounds */
wikitext
text/x-wiki
== Backgrounds ==
===== Custom backgrounds =====
More coming soon.
=== Succubi/incubi ===
Remember people have a very hard time accepting or understanding succubi/incubi and you probably want to keep your background under wraps or create a false background.
===== Raised in a Somni Hall =====
One or both of your parents worked in a Somni Hall, helping couples connect or satisfying people's desires. You may have left because your own views of sex and sexuality were much different than your parents or you wished to take your knowledge and learn more about the greater world.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Society skill and Somni Hall Lore skill.
===== Somni Hall Alchemist =====
You were an alchemist in a Somni Hall, primarily crafting love potions that you masked in fine wine. It was complicated, very specific work requiring tremendous attention to detail. You may have left to become an adventurer because you made a terrible miscalculation or because you wanted to bring love to people who couldn't afford Somni Halls.
Choose two ability boosts. One must be ''Intelligence'' or ''Charisma'' and one is a free ability boost.
You're trained in the Crafting skill and the Psychology Lore skill. You gain the Alchemical Crafting skill feat.
===== Somni Hall Worker =====
You worked in a Somni Hall, supporting couples trying to fall in love or satisfying people's desires. You may have had a bad experience, not actually been very good at it, or simply grew tired of it. Either way, you have considerable knowledge on sex and sexuality and you met a lot of interesting people.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Diplomacy skill and Sex Customs Lore ''(Joe)''. Choose one of the following skill feats: '''Shameless Request''' or '''Glad Hand''' or '''Dubious Knowledge'''.
===== Backgrounds if you want to do something specific to this world =====
These are all simply recommendations.
* Saved by [[Merfolk (species)|merfolk]] and returned to the surface: ''Song of the Deep''
* [[Crystal magic]] practitioner: ''Crystal Healer''
* Left the cult of [[Tyllundi]]: ''Cultist''
* Member of the [[Vorish royal family|royal family]]: ''Royalty''
* [[Levania|Levanian]] chloromancy scientist: ''Dendrologist''
* Levanian geologist: ''Surge Investigator (Nature)''
* Levanian spy: "Bright Lion"
* Absolutely freaked out by magic: ''Witch Wary''
* Someone who's tried to live year-round at [[Hunter's Boon]]: ''Borderlands Pioneer'' or ''Northland Forager''
===== Backgrounds that aren't recommended =====
* ''Astrologer.'' Very few people in Voriland use astrology. (Please don't make me make a star chart.)
* ''Elementally Infused.'' This one would need to be substantially reworked in a lore sense.
* ''Codebreaker." Not inherently against it, but I don't know how it would work.
===== Backgrounds that are unavailable =====
Most of these are special rare backgrounds, involve time travel, clockwork, specific settings, guns, etc.
* ''Aspiring River Monarch'' - Not available in this setting.
* ''Archaeological Augur'' - Doesn't work with the magic system.
* ''Banished Clockwork Priest'' - Doesn't work with this setting.
* ''Beast Blessed'' - Doesn't work with the magic system.
* ''Bellflower Agent'' - There's no halflings in this system.
* ''Child of the Twin Village'' - Specific to Pathfinder settings.
* ''Clockfighter'' - Not available in this setting.
* ''Concordance Researcher'' and ''Concordance Scout'' - Specific to Pathfinder settings.
* ''Construction Occultist'' - Doesn't work with the setting.
* ''Corpse Stitcher'' - No.
* ''Discarded Duplicate'' - Specific to Pathfinder settings.
* ''Doomcaller'' - Doesn't work with this setting.
* ''Dreams of Vengeance'' - Doesn't work with this setting.
* ''Feybound'' - The [[Fairy (species)|Fey]] in this world just reside in a city-state.
* ''Genie-Blessed'' - No genies in this world.
* ''Goblinblood Orphan'' - Not relevant to this setting.
* ''Gunsmith'' - NO GUNS. ABSOLUTELY NOT.
* ''Lost Loved One'' - Doesn't work with the setting.
* ''Mechanical Symbiosis'' - Not available in this setting.
* ''Planar Migrant'' - There aren't really any planes in this world.
* ''Ratted Out Gun Runner'' - I already said it.
* ''Reborn Soul'' - Doesn't work with the magic system.
* ''Returned'' and ''Revenant'' - Doesn't work with any of this world.
* ''Ruby Phoenix Fanatic'' - Pathfinder specific setting.
* ''Saved by Clockwork'' - Not available in this setting.
* ''Scion of Slayers'' - Not available in this setting.
* ''Seer of the Dead'' - Not unless you want to have psychosis.
* ''Sense of Belonging'' - Pathfinder specific setting.
* ''Starless One'' - Doesn't work with this setting.
* ''Tech Reliant'' - Doesn't work with this setting.
* ''Time Traveler'' - Not available with the magic system.
* ''Tomb Born'' - Doesn't work with this setting.
* ''Total Power'' - Pathfinder specific setting.
* ''Wanderlust'' - Pathfinder specific setting.
* ''Wishes for Riches'' - Pathfinder specific setting.
* ''Witchlight Follower'' - Not relevant to this setting.
* ''Writ in the Stars'' - Pathfinder specific setting.
830cd841debece50a0e4c5c73cbc8dfb16974704
107
105
2023-11-20T06:46:22Z
Katesquirrel
2
wikitext
text/x-wiki
Some things to know if you're creating a Pathfinder character:
The Lidaverse did not start out as a TTRPG setting. It was conceptualized as a novel. As such, quite a few things work a bit differently.
* [[Magic use in Voriland|Magic]] does not work the same in the Lidaverse as it does in regular Pathfinder.
* This means [[List of classes|classes]] using magic do not work the same.
* Non-magic classes essentially work the same.
* [[[[Modifications to Pathfinder backgrounds|Backgrounds]] are largely the same but some have been removed entirely and custom backgrounds created.
* There are far fewer [[List of species|races]] available, because the emphasis is elsewhere.
* Certain feats have been blocked off based on the limitations of the world and custom feats have been added.
===== Pages in this section =====
* [[Magic use in Voriland]]
* [[List of species]]
* [[Modifications to Pathfinder backgrounds]]
* [[List of classes]]
* [[Modifications to skill feats]]
* [[Languages in Voriland]]
===== If you are looking for: =====
* ''Modifications to ancestry feats'': On the individual species page
* ''Modifications to class feats'': On the individual class page.
* ''Spell lists by magic school'': Go to [[Magic use in Voriland]] and select the appropriate school of magic.
* ''Example character sheets'': Lidaverse characters have been turned into character sheets on their individual class pages.
b3879c9d9db6482f66c6054bf01e5b60372b6ca3
Hunter's Boon
0
55
104
2023-11-19T13:39:51Z
Katesquirrel
2
Created page with "Hunter's Boon is a mostly seasonal hunting village located in the [[Northern Reaches]]. Roughly 20 people live there year-round, but several hundred individuals and families arrive during the summer to hunt, trap, and fish. == Climate == Daytime highs in summer generally never exceed 70ᐤF/21ᐤC and winter highs hover around 0ᐤF/-18ᐤC. Roughly one in four days of the year are wet, though it's cloudy most days with high humidity. Some days involve substantial fog,..."
wikitext
text/x-wiki
Hunter's Boon is a mostly seasonal hunting village located in the [[Northern Reaches]]. Roughly 20 people live there year-round, but several hundred individuals and families arrive during the summer to hunt, trap, and fish.
== Climate ==
Daytime highs in summer generally never exceed 70ᐤF/21ᐤC and winter highs hover around 0ᐤF/-18ᐤC. Roughly one in four days of the year are wet, though it's cloudy most days with high humidity. Some days involve substantial fog, especially in the spring, which is particularly dangerous with [[Grimgoth (monster)|grimgoths]]. Winters alternate between periods of very little snow and periods of substantial snowfall sometimes topping out around 200" a year. Summers are typically very wet, averaging 35" a year in rainfall.
145b85f1727b633690883d2c0a1ab5749658334d
Modifications to Pathfinder Backgrounds
0
56
106
2023-11-20T06:32:17Z
Katesquirrel
2
Created page with "'''This is part of a series of articles on [[Creating a Pathfinder character]]. Check there for more information.''' == Backgrounds == ===== Custom backgrounds ===== More coming soon. === Succubi/incubi === Remember people have a very hard time accepting or understanding succubi/incubi and you probably want to keep your background under wraps or create a false background. ===== Raised in a Somni Hall ===== One or both of your parents worked in a Somni Hall, helping co..."
wikitext
text/x-wiki
'''This is part of a series of articles on [[Creating a Pathfinder character]]. Check there for more information.'''
== Backgrounds ==
===== Custom backgrounds =====
More coming soon.
=== Succubi/incubi ===
Remember people have a very hard time accepting or understanding succubi/incubi and you probably want to keep your background under wraps or create a false background.
===== Raised in a Somni Hall =====
One or both of your parents worked in a Somni Hall, helping couples connect or satisfying people's desires. You may have left because your own views of sex and sexuality were much different than your parents or you wished to take your knowledge and learn more about the greater world.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Society skill and Somni Hall Lore skill.
===== Somni Hall Alchemist =====
You were an alchemist in a Somni Hall, primarily crafting love potions that you masked in fine wine. It was complicated, very specific work requiring tremendous attention to detail. You may have left to become an adventurer because you made a terrible miscalculation or because you wanted to bring love to people who couldn't afford Somni Halls.
Choose two ability boosts. One must be ''Intelligence'' or ''Charisma'' and one is a free ability boost.
You're trained in the Crafting skill and the Psychology Lore skill. You gain the Alchemical Crafting skill feat.
===== Somni Hall Worker =====
You worked in a Somni Hall, supporting couples trying to fall in love or satisfying people's desires. You may have had a bad experience, not actually been very good at it, or simply grew tired of it. Either way, you have considerable knowledge on sex and sexuality and you met a lot of interesting people.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Diplomacy skill and Sex Customs Lore ''(Joe)''. Choose one of the following skill feats: '''Shameless Request''' or '''Glad Hand''' or '''Dubious Knowledge'''.
===== Backgrounds if you want to do something specific to this world =====
These are all simply recommendations.
* Saved by [[Merfolk (species)|merfolk]] and returned to the surface: ''Song of the Deep''
* [[Crystal magic]] practitioner: ''Crystal Healer''
* Left the cult of [[Tyllundi]]: ''Cultist''
* Member of the [[Vorish royal family|royal family]]: ''Royalty''
* [[Levania|Levanian]] chloromancy scientist: ''Dendrologist''
* Levanian geologist: ''Surge Investigator (Nature)''
* Levanian spy: "Bright Lion"
* Absolutely freaked out by magic: ''Witch Wary''
* Someone who's tried to live year-round at [[Hunter's Boon]]: ''Borderlands Pioneer'' or ''Northland Forager''
===== Backgrounds that aren't recommended =====
* ''Astrologer.'' Very few people in Voriland use astrology. (Please don't make me make a star chart.)
* ''Elementally Infused.'' This one would need to be substantially reworked in a lore sense.
* ''Codebreaker." Not inherently against it, but I don't know how it would work.
===== Backgrounds that are unavailable =====
Most of these are special rare backgrounds, involve time travel, clockwork, specific settings, guns, etc.
* ''Aspiring River Monarch'' - Not available in this setting.
* ''Archaeological Augur'' - Doesn't work with the magic system.
* ''Banished Clockwork Priest'' - Doesn't work with this setting.
* ''Beast Blessed'' - Doesn't work with the magic system.
* ''Bellflower Agent'' - There's no halflings in this system.
* ''Child of the Twin Village'' - Specific to Pathfinder settings.
* ''Clockfighter'' - Not available in this setting.
* ''Concordance Researcher'' and ''Concordance Scout'' - Specific to Pathfinder settings.
* ''Construction Occultist'' - Doesn't work with the setting.
* ''Corpse Stitcher'' - No.
* ''Discarded Duplicate'' - Specific to Pathfinder settings.
* ''Doomcaller'' - Doesn't work with this setting.
* ''Dreams of Vengeance'' - Doesn't work with this setting.
* ''Feybound'' - The [[Fairy (species)|Fey]] in this world just reside in a city-state.
* ''Genie-Blessed'' - No genies in this world.
* ''Goblinblood Orphan'' - Not relevant to this setting.
* ''Gunsmith'' - NO GUNS. ABSOLUTELY NOT.
* ''Lost Loved One'' - Doesn't work with the setting.
* ''Mechanical Symbiosis'' - Not available in this setting.
* ''Planar Migrant'' - There aren't really any planes in this world.
* ''Ratted Out Gun Runner'' - I already said it.
* ''Reborn Soul'' - Doesn't work with the magic system.
* ''Returned'' and ''Revenant'' - Doesn't work with any of this world.
* ''Ruby Phoenix Fanatic'' - Pathfinder specific setting.
* ''Saved by Clockwork'' - Not available in this setting.
* ''Scion of Slayers'' - Not available in this setting.
* ''Seer of the Dead'' - Not unless you want to have psychosis.
* ''Sense of Belonging'' - Pathfinder specific setting.
* ''Starless One'' - Doesn't work with this setting.
* ''Tech Reliant'' - Doesn't work with this setting.
* ''Time Traveler'' - Not available with the magic system.
* ''Tomb Born'' - Doesn't work with this setting.
* ''Total Power'' - Pathfinder specific setting.
* ''Wanderlust'' - Pathfinder specific setting.
* ''Wishes for Riches'' - Pathfinder specific setting.
* ''Witchlight Follower'' - Not relevant to this setting.
* ''Writ in the Stars'' - Pathfinder specific setting.
8792655035d11d5de2bba88df26c73d3464ed0a2
119
106
2023-11-20T07:09:04Z
Katesquirrel
2
wikitext
text/x-wiki
'''This is part of a series of articles on [[Creating a Pathfinder character]]. Check there for more information.'''
== Custom backgrounds ==
More coming soon.
=== Succubi/incubi ===
Remember people have a very hard time accepting or understanding succubi/incubi and you probably want to keep your background under wraps or create a false background.
===== Raised in a Somni Hall =====
One or both of your parents worked in a Somni Hall, helping couples connect or satisfying people's desires. You may have left because your own views of sex and sexuality were much different than your parents or you wished to take your knowledge and learn more about the greater world.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Society skill and Somni Hall Lore skill.
===== Somni Hall Alchemist =====
You were an alchemist in a Somni Hall, primarily crafting love potions that you masked in fine wine. It was complicated, very specific work requiring tremendous attention to detail. You may have left to become an adventurer because you made a terrible miscalculation or because you wanted to bring love to people who couldn't afford Somni Halls.
Choose two ability boosts. One must be ''Intelligence'' or ''Charisma'' and one is a free ability boost.
You're trained in the Crafting skill and the Psychology Lore skill. You gain the Alchemical Crafting skill feat.
===== Somni Hall Worker =====
You worked in a Somni Hall, supporting couples trying to fall in love or satisfying people's desires. You may have had a bad experience, not actually been very good at it, or simply grew tired of it. Either way, you have considerable knowledge on sex and sexuality and you met a lot of interesting people.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Diplomacy skill and Sex Customs Lore ''(Joe)''. Choose one of the following skill feats: '''Shameless Request''' or '''Glad Hand''' or '''Dubious Knowledge'''.
== Backgrounds if you want to do something specific to this world ==
These are all simply recommendations.
* Saved by [[Merfolk (species)|merfolk]] and returned to the surface: ''Song of the Deep''
* [[Crystal magic]] practitioner: ''Crystal Healer''
* Left the cult of [[Tyllundi]]: ''Cultist''
* Member of the [[Vorish royal family|royal family]]: ''Royalty''
* [[Levania|Levanian]] chloromancy scientist: ''Dendrologist''
* Levanian geologist: ''Surge Investigator (Nature)''
* Levanian spy: "Bright Lion"
* Absolutely freaked out by magic: ''Witch Wary''
* Someone who's tried to live year-round at [[Hunter's Boon]]: ''Borderlands Pioneer'' or ''Northland Forager''
===== Backgrounds that aren't recommended =====
* ''Astrologer.'' Very few people in Voriland use astrology. (Please don't make me make a star chart.)
* ''Elementally Infused.'' This one would need to be substantially reworked in a lore sense.
* ''Codebreaker." Not inherently against it, but I don't know how it would work.
===== Backgrounds that are unavailable =====
Most of these are special rare backgrounds, involve time travel, clockwork, specific settings, guns, etc.
* ''Aspiring River Monarch'' - Not available in this setting.
* ''Archaeological Augur'' - Doesn't work with the magic system.
* ''Banished Clockwork Priest'' - Doesn't work with this setting.
* ''Beast Blessed'' - Doesn't work with the magic system.
* ''Bellflower Agent'' - There's no halflings in this system.
* ''Child of the Twin Village'' - Specific to Pathfinder settings.
* ''Clockfighter'' - Not available in this setting.
* ''Concordance Researcher'' and ''Concordance Scout'' - Specific to Pathfinder settings.
* ''Construction Occultist'' - Doesn't work with the setting.
* ''Corpse Stitcher'' - No.
* ''Discarded Duplicate'' - Specific to Pathfinder settings.
* ''Doomcaller'' - Doesn't work with this setting.
* ''Dreams of Vengeance'' - Doesn't work with this setting.
* ''Feybound'' - The [[Fairy (species)|Fey]] in this world just reside in a city-state.
* ''Genie-Blessed'' - No genies in this world.
* ''Goblinblood Orphan'' - Not relevant to this setting.
* ''Gunsmith'' - NO GUNS. ABSOLUTELY NOT.
* ''Lost Loved One'' - Doesn't work with the setting.
* ''Mechanical Symbiosis'' - Not available in this setting.
* ''Planar Migrant'' - There aren't really any planes in this world.
* ''Ratted Out Gun Runner'' - I already said it.
* ''Reborn Soul'' - Doesn't work with the magic system.
* ''Returned'' and ''Revenant'' - Doesn't work with any of this world.
* ''Ruby Phoenix Fanatic'' - Pathfinder specific setting.
* ''Saved by Clockwork'' - Not available in this setting.
* ''Scion of Slayers'' - Not available in this setting.
* ''Seer of the Dead'' - Not unless you want to have psychosis.
* ''Sense of Belonging'' - Pathfinder specific setting.
* ''Starless One'' - Doesn't work with this setting.
* ''Tech Reliant'' - Doesn't work with this setting.
* ''Time Traveler'' - Not available with the magic system.
* ''Tomb Born'' - Doesn't work with this setting.
* ''Total Power'' - Pathfinder specific setting.
* ''Wanderlust'' - Pathfinder specific setting.
* ''Wishes for Riches'' - Pathfinder specific setting.
* ''Witchlight Follower'' - Not relevant to this setting.
* ''Writ in the Stars'' - Pathfinder specific setting.
41fbf96c2107808f46e403ef273198203ad2deb8
120
119
2023-11-20T07:09:35Z
Katesquirrel
2
wikitext
text/x-wiki
'''This is part of a series of articles on [[Creating a Pathfinder character]]. Check there for more information.'''
== Custom backgrounds ==
More coming soon.
=== Succubi/incubi ===
Remember people have a very hard time accepting or understanding succubi/incubi and you probably want to keep your background under wraps or create a false background.
===== Raised in a Somni Hall =====
One or both of your parents worked in a Somni Hall, helping couples connect or satisfying people's desires. You may have left because your own views of sex and sexuality were much different than your parents or you wished to take your knowledge and learn more about the greater world.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Society skill and Somni Hall Lore skill.
===== Somni Hall Alchemist =====
You were an alchemist in a Somni Hall, primarily crafting love potions that you masked in fine wine. It was complicated, very specific work requiring tremendous attention to detail. You may have left to become an adventurer because you made a terrible miscalculation or because you wanted to bring love to people who couldn't afford Somni Halls.
Choose two ability boosts. One must be ''Intelligence'' or ''Charisma'' and one is a free ability boost.
You're trained in the Crafting skill and the Psychology Lore skill. You gain the Alchemical Crafting skill feat.
===== Somni Hall Worker =====
You worked in a Somni Hall, supporting couples trying to fall in love or satisfying people's desires. You may have had a bad experience, not actually been very good at it, or simply grew tired of it. Either way, you have considerable knowledge on sex and sexuality and you met a lot of interesting people.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Diplomacy skill and Sex Customs Lore ''(Joe)''. Choose one of the following skill feats: '''Shameless Request''' or '''Glad Hand''' or '''Dubious Knowledge'''.
== Backgrounds if you want to do something specific to this world ==
These are all simply recommendations.
* Saved by [[Merfolk (species)|merfolk]] and returned to the surface: ''Song of the Deep''
* [[Crystal magic]] practitioner: ''Crystal Healer''
* Left the cult of [[Tyllundi]]: ''Cultist''
* Member of the [[Vorish royal family|royal family]]: ''Royalty''
* [[Levania|Levanian]] chloromancy scientist: ''Dendrologist''
* Levanian geologist: ''Surge Investigator (Nature)''
* Levanian spy: "Bright Lion"
* Absolutely freaked out by magic: ''Witch Wary''
* Someone who's tried to live year-round at [[Hunter's Boon]]: ''Borderlands Pioneer'' or ''Northland Forager''
== Backgrounds that aren't recommended ==
* ''Astrologer.'' Very few people in Voriland use astrology. (Please don't make me make a star chart.)
* ''Elementally Infused.'' This one would need to be substantially reworked in a lore sense.
* ''Codebreaker." Not inherently against it, but I don't know how it would work.
== Backgrounds that are unavailable ==
Most of these are special rare backgrounds, involve time travel, clockwork, specific settings, guns, etc.
* ''Aspiring River Monarch'' - Not available in this setting.
* ''Archaeological Augur'' - Doesn't work with the magic system.
* ''Banished Clockwork Priest'' - Doesn't work with this setting.
* ''Beast Blessed'' - Doesn't work with the magic system.
* ''Bellflower Agent'' - There's no halflings in this system.
* ''Child of the Twin Village'' - Specific to Pathfinder settings.
* ''Clockfighter'' - Not available in this setting.
* ''Concordance Researcher'' and ''Concordance Scout'' - Specific to Pathfinder settings.
* ''Construction Occultist'' - Doesn't work with the setting.
* ''Corpse Stitcher'' - No.
* ''Discarded Duplicate'' - Specific to Pathfinder settings.
* ''Doomcaller'' - Doesn't work with this setting.
* ''Dreams of Vengeance'' - Doesn't work with this setting.
* ''Feybound'' - The [[Fairy (species)|Fey]] in this world just reside in a city-state.
* ''Genie-Blessed'' - No genies in this world.
* ''Goblinblood Orphan'' - Not relevant to this setting.
* ''Gunsmith'' - NO GUNS. ABSOLUTELY NOT.
* ''Lost Loved One'' - Doesn't work with the setting.
* ''Mechanical Symbiosis'' - Not available in this setting.
* ''Planar Migrant'' - There aren't really any planes in this world.
* ''Ratted Out Gun Runner'' - I already said it.
* ''Reborn Soul'' - Doesn't work with the magic system.
* ''Returned'' and ''Revenant'' - Doesn't work with any of this world.
* ''Ruby Phoenix Fanatic'' - Pathfinder specific setting.
* ''Saved by Clockwork'' - Not available in this setting.
* ''Scion of Slayers'' - Not available in this setting.
* ''Seer of the Dead'' - Not unless you want to have psychosis.
* ''Sense of Belonging'' - Pathfinder specific setting.
* ''Starless One'' - Doesn't work with this setting.
* ''Tech Reliant'' - Doesn't work with this setting.
* ''Time Traveler'' - Not available with the magic system.
* ''Tomb Born'' - Doesn't work with this setting.
* ''Total Power'' - Pathfinder specific setting.
* ''Wanderlust'' - Pathfinder specific setting.
* ''Wishes for Riches'' - Pathfinder specific setting.
* ''Witchlight Follower'' - Not relevant to this setting.
* ''Writ in the Stars'' - Pathfinder specific setting.
fe6ec636f898cc201e4ac76f9f6a9773fe1803ee
121
120
2023-11-20T07:10:20Z
Katesquirrel
2
wikitext
text/x-wiki
'''This is part of a series of articles on [[Creating a Pathfinder character]]. Check there for more information.'''
== Custom backgrounds ==
More coming soon.
=== Succubi/incubi ===
Remember people have a very hard time accepting or understanding succubi/incubi and you probably want to keep your background under wraps or create a false background.
===== Raised in a Somni Hall =====
One or both of your parents worked in a Somni Hall, helping couples connect or satisfying people's desires. You may have left because your own views of sex and sexuality were much different than your parents or you wished to take your knowledge and learn more about the greater world.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Society skill and Somni Hall Lore skill.
===== Somni Hall Alchemist =====
You were an alchemist in a Somni Hall, primarily crafting love potions that you masked in fine wine. It was complicated, very specific work requiring tremendous attention to detail. You may have left to become an adventurer because you made a terrible miscalculation or because you wanted to bring love to people who couldn't afford Somni Halls.
Choose two ability boosts. One must be ''Intelligence'' or ''Charisma'' and one is a free ability boost.
You're trained in the Crafting skill and the Psychology Lore skill. You gain the Alchemical Crafting skill feat.
===== Somni Hall Worker =====
You worked in a Somni Hall, supporting couples trying to fall in love or satisfying people's desires. You may have had a bad experience, not actually been very good at it, or simply grew tired of it. Either way, you have considerable knowledge on sex and sexuality and you met a lot of interesting people.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Diplomacy skill and Sex Customs Lore ''(Joe)''. Choose one of the following skill feats: ''Shameless Request'' or ''Glad Hand'' or ''Dubious Knowledge''.
== Backgrounds if you want to do something specific to this world ==
These are all simply recommendations.
* Saved by [[Merfolk (species)|merfolk]] and returned to the surface: ''Song of the Deep''
* [[Crystal magic]] practitioner: ''Crystal Healer''
* Left the cult of [[Tyllundi]]: ''Cultist''
* Member of the [[Vorish royal family|royal family]]: ''Royalty''
* [[Levania|Levanian]] chloromancy scientist: ''Dendrologist''
* Levanian geologist: ''Surge Investigator (Nature)''
* Levanian spy: "Bright Lion"
* Absolutely freaked out by magic: ''Witch Wary''
* Someone who's tried to live year-round at [[Hunter's Boon]]: ''Borderlands Pioneer'' or ''Northland Forager''
== Backgrounds that aren't recommended ==
* ''Astrologer.'' Very few people in Voriland use astrology. (Please don't make me make a star chart.)
* ''Elementally Infused.'' This one would need to be substantially reworked in a lore sense.
* ''Codebreaker." Not inherently against it, but I don't know how it would work.
== Backgrounds that are unavailable ==
Most of these are special rare backgrounds, involve time travel, clockwork, specific settings, guns, etc.
* ''Aspiring River Monarch'' - Not available in this setting.
* ''Archaeological Augur'' - Doesn't work with the magic system.
* ''Banished Clockwork Priest'' - Doesn't work with this setting.
* ''Beast Blessed'' - Doesn't work with the magic system.
* ''Bellflower Agent'' - There's no halflings in this system.
* ''Child of the Twin Village'' - Specific to Pathfinder settings.
* ''Clockfighter'' - Not available in this setting.
* ''Concordance Researcher'' and ''Concordance Scout'' - Specific to Pathfinder settings.
* ''Construction Occultist'' - Doesn't work with the setting.
* ''Corpse Stitcher'' - No.
* ''Discarded Duplicate'' - Specific to Pathfinder settings.
* ''Doomcaller'' - Doesn't work with this setting.
* ''Dreams of Vengeance'' - Doesn't work with this setting.
* ''Feybound'' - The [[Fairy (species)|Fey]] in this world just reside in a city-state.
* ''Genie-Blessed'' - No genies in this world.
* ''Goblinblood Orphan'' - Not relevant to this setting.
* ''Gunsmith'' - NO GUNS. ABSOLUTELY NOT.
* ''Lost Loved One'' - Doesn't work with the setting.
* ''Mechanical Symbiosis'' - Not available in this setting.
* ''Planar Migrant'' - There aren't really any planes in this world.
* ''Ratted Out Gun Runner'' - I already said it.
* ''Reborn Soul'' - Doesn't work with the magic system.
* ''Returned'' and ''Revenant'' - Doesn't work with any of this world.
* ''Ruby Phoenix Fanatic'' - Pathfinder specific setting.
* ''Saved by Clockwork'' - Not available in this setting.
* ''Scion of Slayers'' - Not available in this setting.
* ''Seer of the Dead'' - Not unless you want to have psychosis.
* ''Sense of Belonging'' - Pathfinder specific setting.
* ''Starless One'' - Doesn't work with this setting.
* ''Tech Reliant'' - Doesn't work with this setting.
* ''Time Traveler'' - Not available with the magic system.
* ''Tomb Born'' - Doesn't work with this setting.
* ''Total Power'' - Pathfinder specific setting.
* ''Wanderlust'' - Pathfinder specific setting.
* ''Wishes for Riches'' - Pathfinder specific setting.
* ''Witchlight Follower'' - Not relevant to this setting.
* ''Writ in the Stars'' - Pathfinder specific setting.
32b1a056f2f13acffe2b12c0a25cde9755630cfc
122
121
2023-11-20T07:12:25Z
Katesquirrel
2
/* Custom backgrounds */
wikitext
text/x-wiki
'''This is part of a series of articles on [[Creating a Pathfinder character]]. Check there for more information.'''
== Backgrounds if you want to do something specific to this world ==
These are all simply recommendations.
* Saved by [[Merfolk (species)|merfolk]] and returned to the surface: ''Song of the Deep''
* [[Crystal magic]] practitioner: ''Crystal Healer''
* Left the cult of [[Tyllundi]]: ''Cultist''
* Member of the [[Vorish royal family|royal family]]: ''Royalty''
* [[Levania|Levanian]] chloromancy scientist: ''Dendrologist''
* Levanian geologist: ''Surge Investigator (Nature)''
* Levanian spy: "Bright Lion"
* Absolutely freaked out by magic: ''Witch Wary''
* Someone who's tried to live year-round at [[Hunter's Boon]]: ''Borderlands Pioneer'' or ''Northland Forager''
== Backgrounds that aren't recommended ==
* ''Astrologer.'' Very few people in Voriland use astrology. (Please don't make me make a star chart.)
* ''Elementally Infused.'' This one would need to be substantially reworked in a lore sense.
* ''Codebreaker." Not inherently against it, but I don't know how it would work.
== Backgrounds that are unavailable ==
Most of these are special rare backgrounds, involve time travel, clockwork, specific settings, guns, etc.
* ''Aspiring River Monarch'' - Not available in this setting.
* ''Archaeological Augur'' - Doesn't work with the magic system.
* ''Banished Clockwork Priest'' - Doesn't work with this setting.
* ''Beast Blessed'' - Doesn't work with the magic system.
* ''Bellflower Agent'' - There's no halflings in this system.
* ''Child of the Twin Village'' - Specific to Pathfinder settings.
* ''Clockfighter'' - Not available in this setting.
* ''Concordance Researcher'' and ''Concordance Scout'' - Specific to Pathfinder settings.
* ''Construction Occultist'' - Doesn't work with the setting.
* ''Corpse Stitcher'' - No.
* ''Discarded Duplicate'' - Specific to Pathfinder settings.
* ''Doomcaller'' - Doesn't work with this setting.
* ''Dreams of Vengeance'' - Doesn't work with this setting.
* ''Feybound'' - The [[Fairy (species)|Fey]] in this world just reside in a city-state.
* ''Genie-Blessed'' - No genies in this world.
* ''Goblinblood Orphan'' - Not relevant to this setting.
* ''Gunsmith'' - NO GUNS. ABSOLUTELY NOT.
* ''Lost Loved One'' - Doesn't work with the setting.
* ''Mechanical Symbiosis'' - Not available in this setting.
* ''Planar Migrant'' - There aren't really any planes in this world.
* ''Ratted Out Gun Runner'' - I already said it.
* ''Reborn Soul'' - Doesn't work with the magic system.
* ''Returned'' and ''Revenant'' - Doesn't work with any of this world.
* ''Ruby Phoenix Fanatic'' - Pathfinder specific setting.
* ''Saved by Clockwork'' - Not available in this setting.
* ''Scion of Slayers'' - Not available in this setting.
* ''Seer of the Dead'' - Not unless you want to have psychosis.
* ''Sense of Belonging'' - Pathfinder specific setting.
* ''Starless One'' - Doesn't work with this setting.
* ''Tech Reliant'' - Doesn't work with this setting.
* ''Time Traveler'' - Not available with the magic system.
* ''Tomb Born'' - Doesn't work with this setting.
* ''Total Power'' - Pathfinder specific setting.
* ''Wanderlust'' - Pathfinder specific setting.
* ''Wishes for Riches'' - Pathfinder specific setting.
* ''Witchlight Follower'' - Not relevant to this setting.
* ''Writ in the Stars'' - Pathfinder specific setting.
b0ad9cbb57de727bf8722fb31b0061c38f20b996
123
122
2023-11-20T07:13:23Z
Katesquirrel
2
wikitext
text/x-wiki
'''This is part of a series of articles on [[Creating a Pathfinder character]]. Check there for more information.'''
Custom Pathfinder backgrounds specific to this setting can be found [[Custom Pathfinder backgrounds|here]].
== Backgrounds if you want to do something specific to this world ==
These are all simply recommendations.
* Saved by [[Merfolk (species)|merfolk]] and returned to the surface: ''Song of the Deep''
* [[Crystal magic]] practitioner: ''Crystal Healer''
* Left the cult of [[Tyllundi]]: ''Cultist''
* Member of the [[Vorish royal family|royal family]]: ''Royalty''
* [[Levania|Levanian]] chloromancy scientist: ''Dendrologist''
* Levanian geologist: ''Surge Investigator (Nature)''
* Levanian spy: "Bright Lion"
* Absolutely freaked out by magic: ''Witch Wary''
* Someone who's tried to live year-round at [[Hunter's Boon]]: ''Borderlands Pioneer'' or ''Northland Forager''
== Backgrounds that aren't recommended ==
* ''Astrologer.'' Very few people in Voriland use astrology. (Please don't make me make a star chart.)
* ''Elementally Infused.'' This one would need to be substantially reworked in a lore sense.
* ''Codebreaker." Not inherently against it, but I don't know how it would work.
== Backgrounds that are unavailable ==
Most of these are special rare backgrounds, involve time travel, clockwork, specific settings, guns, etc.
* ''Aspiring River Monarch'' - Not available in this setting.
* ''Archaeological Augur'' - Doesn't work with the magic system.
* ''Banished Clockwork Priest'' - Doesn't work with this setting.
* ''Beast Blessed'' - Doesn't work with the magic system.
* ''Bellflower Agent'' - There's no halflings in this system.
* ''Child of the Twin Village'' - Specific to Pathfinder settings.
* ''Clockfighter'' - Not available in this setting.
* ''Concordance Researcher'' and ''Concordance Scout'' - Specific to Pathfinder settings.
* ''Construction Occultist'' - Doesn't work with the setting.
* ''Corpse Stitcher'' - No.
* ''Discarded Duplicate'' - Specific to Pathfinder settings.
* ''Doomcaller'' - Doesn't work with this setting.
* ''Dreams of Vengeance'' - Doesn't work with this setting.
* ''Feybound'' - The [[Fairy (species)|Fey]] in this world just reside in a city-state.
* ''Genie-Blessed'' - No genies in this world.
* ''Goblinblood Orphan'' - Not relevant to this setting.
* ''Gunsmith'' - NO GUNS. ABSOLUTELY NOT.
* ''Lost Loved One'' - Doesn't work with the setting.
* ''Mechanical Symbiosis'' - Not available in this setting.
* ''Planar Migrant'' - There aren't really any planes in this world.
* ''Ratted Out Gun Runner'' - I already said it.
* ''Reborn Soul'' - Doesn't work with the magic system.
* ''Returned'' and ''Revenant'' - Doesn't work with any of this world.
* ''Ruby Phoenix Fanatic'' - Pathfinder specific setting.
* ''Saved by Clockwork'' - Not available in this setting.
* ''Scion of Slayers'' - Not available in this setting.
* ''Seer of the Dead'' - Not unless you want to have psychosis.
* ''Sense of Belonging'' - Pathfinder specific setting.
* ''Starless One'' - Doesn't work with this setting.
* ''Tech Reliant'' - Doesn't work with this setting.
* ''Time Traveler'' - Not available with the magic system.
* ''Tomb Born'' - Doesn't work with this setting.
* ''Total Power'' - Pathfinder specific setting.
* ''Wanderlust'' - Pathfinder specific setting.
* ''Wishes for Riches'' - Pathfinder specific setting.
* ''Witchlight Follower'' - Not relevant to this setting.
* ''Writ in the Stars'' - Pathfinder specific setting.
2c174ff166cf91d70b033b2e3b67f469de6523b8
Classes and races
0
12
108
25
2023-11-20T06:47:30Z
Katesquirrel
2
wikitext
text/x-wiki
===== Races we've got: =====
* [[Human (species)|Humans]]. Lots of humans. The continent of Voriland is mostly human. Humans in this world are genetically modified dwarves (but that's not character knowledge).
* [[Dwarf (species)|Dwarves]]. There's a colony of dwarves on the northeast (right) side of [[Voriland (continent)|Voriland]] known as [[Dwarven Salvation]] and an entirely separate continent of dwarves. Dwarves probably make up around 5-10% of the Vorish population, depending on where you are. They are, stereotypically, often in roles related to mining and fighting, and greater numbers are found in related areas, along with urban spaces.
* [[Succubus/incubus (species/class)|Succubi and incubi]]. A hybrid race-class in this setting. Succubi and incubi in this world are actually generally good-aligned and take on roles that are therapeutic in nature. They are somewhat cryptid-like, with many people vaguely aware of their existence. Most of the population has probably seen at least one but would never know it. Many succubi/incubi work in Somni Halls. Some are sex workers in urban areas or function in therapist-adjacent ways.
* [[Fairy (species)|Feyfolk]]. Not capricious like typically fey, fairies typically spend their whole lives in Marcheon as artists and craftspeople. A few may venture into Voriland and reside in the major cities, but most people have never seen a fairy. Their existence is commonly recognized, however, and not mystified like succubi/incubi. CANNOT BE PRAETOR/MEDIC.
* [[Merfolk (species)|Merfolk]]. YOU CAN'T BE A MERFOLK. NOBODY KNOWS THEY EXIST. (Unless I can convince Joe to do an underwater one shot.)
===== Classes we've got: =====
Remember, if you choose to be a succubus/incubus, ''your race is also your class''.
* [[Praetor (class)|Praetors]]. Only legally-sanctioned offensive magic user class in Voriland. Based on the kineticist class in Pathfinder.
* [[Medic (class)|Medics]]. Only legally-sanctioned healing magic class in Voriland.
* [[Chloromancy|Chloromancer]]. Essentially Druid of the Leaf Order.
* Additional classes are available. I will be updating this page when I have it figured out.
88a84914152831b60eec1bb9ada3d22fdc9b081b
109
108
2023-11-20T06:49:50Z
Katesquirrel
2
wikitext
text/x-wiki
===== Races we've got: =====
* [[Human (species)|Humans]]. Lots of humans. The continent of Voriland is mostly human. Humans in this world are genetically modified dwarves (but that's not character knowledge).
* [[Dwarf (species)|Dwarves]]. There's a colony of dwarves on the northeast (right) side of [[Voriland (continent)|Voriland]] known as [[Dwarven Salvation]] and an entirely separate continent of dwarves. Dwarves probably make up around 5-10% of the Vorish population, depending on where you are. They are, stereotypically, often in roles related to mining and fighting, and greater numbers are found in related areas, along with urban spaces.
* [[Succubus/incubus (species/class)|Succubi and incubi]]. A hybrid race-class in this setting. Succubi and incubi in this world are actually generally good-aligned and take on roles that are therapeutic in nature. They are somewhat cryptid-like, with many people vaguely aware of their existence. Most of the population has probably seen at least one but would never know it. Many succubi/incubi work in Somni Halls. Some are sex workers in urban areas or function in therapist-adjacent ways.
* [[Fairy (species)|Feyfolk]]. Not capricious like typically fey, fairies typically spend their whole lives in Marcheon as artists and craftspeople. A few may venture into Voriland and reside in the major cities, but most people have never seen a fairy. Their existence is commonly recognized, however, and not mystified like succubi/incubi. CANNOT BE PRAETOR/MEDIC.
* [[Merfolk (species)|Merfolk]]. YOU CAN'T BE A MERFOLK. NOBODY KNOWS THEY EXIST. (Unless I can convince Joe to do an underwater one shot.)
===== Classes we've got: =====
Remember, if you choose to be a succubus/incubus, ''your race is also your class''.
===== Magic users =====
* [[Praetor (class)|Praetors]]. Only legally-sanctioned offensive magic user class in Voriland. Based on the kineticist class in Pathfinder.
* [[Medic (class)|Medics]]. Only legally-sanctioned healing magic class in Voriland.
* [[Chloromancy|Chloromancer]]. Essentially Druid of the Leaf Order.
* Additional classes are available. I will be updating this page when I have it figured out.
===== Non-magic users =====
These classes follow the base Pathfinder rules. Separate pages do not exist for them.
* Fighter
* Barbarian
* Swashbuckler
* Thaumaturge
* Rogue
* Ranger
f8914c61d0e10e4b71d68333ad0d522f92fcf59c
110
109
2023-11-20T06:53:59Z
Katesquirrel
2
wikitext
text/x-wiki
== Available races ==
The Lidaverse is entirely about the dichotomy between a few limited different species. As such, the race choices in this setting is limited.
* [[Human (species)|Humans]]. Lots of humans. The continent of Voriland is mostly human. Humans in this world are genetically modified dwarves (but that's not character knowledge).
* [[Dwarf (species)|Dwarves]]. There's a colony of dwarves on the northeast (right) side of [[Voriland (continent)|Voriland]] known as [[Dwarven Salvation]] and an entirely separate continent of dwarves. Dwarves probably make up around 5-10% of the Vorish population, depending on where you are. They are, stereotypically, often in roles related to mining and fighting, and greater numbers are found in related areas, along with urban spaces.
* [[Succubus/incubus (species/class)|Succubi and incubi]]. A hybrid race-class in this setting. Succubi and incubi in this world are actually generally good-aligned and take on roles that are therapeutic in nature. They are somewhat cryptid-like, with many people vaguely aware of their existence. Most of the population has probably seen at least one but would never know it. Many succubi/incubi work in Somni Halls. Some are sex workers in urban areas or function in therapist-adjacent ways.
* [[Fairy (species)|Feyfolk]]. Not capricious like typically fey, fairies typically spend their whole lives in Marcheon as artists and craftspeople. A few may venture into Voriland and reside in the major cities, but most people have never seen a fairy. Their existence is commonly recognized, however, and not mystified like succubi/incubi. CANNOT BE PRAETOR/MEDIC.
* [[Merfolk (species)|Merfolk]]. YOU CAN'T BE A MERFOLK. NOBODY KNOWS THEY EXIST. (Unless I can convince Joe to do an underwater one shot.)
===== Classes we've got: =====
Magic works a lot differently here. Joe and I have tried to modify the rules of Pathfinder to fit the setting.
===== Magic users =====
* [[Praetor (class)|Praetors]]. Only legally-sanctioned offensive magic user class in Voriland. Based on the kineticist class in Pathfinder.
* [[Medic (class)|Medics]]. Only legally-sanctioned healing magic class in Voriland.
* [[Chloromancy|Chloromancer]]. Essentially Druid of the Leaf Order.
* Additional classes are available. I will be updating this page when I have it figured out.
===== Non-magic users =====
These classes follow the base Pathfinder rules. Separate pages do not exist for them.
* Fighter
* Barbarian
* Swashbuckler
* Thaumaturge
* Rogue
* Ranger
===== Succubi/incubi =====
As a succubus/incubus, you can be whatever you want. There's no limits. However, should you choose, there is also a class specific to the succubi/incubi. More information can be found on the [[Succubus/incubus (species/class)|succubus/incubus page]].
0393c5f7db991c9a954b08728f74f6331e81d39f
Main Page
0
1
111
73
2023-11-20T06:59:12Z
Katesquirrel
2
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page is a work in progress and I will be updating it as things happen. Keep an eye out on [[Stuff Happening]] for, well, stuff happening here.
=== What's this about? ===
Lida the Defiant is a fantasy epic with tremendous surrounding lore. It has lived in my brain for over eight years now and I've worked on it in various fits and starts. This is a hub for all documentation and information surrounding Lida, the world, and the Pathfinder setting related to Lida. You're probably here because you know me (Kate) in real life, but if not, hi! You're welcome to stick around and if you have any questions just reach out to [mailto:katecreatesstuff@outlook.com katecreatesstuff@outlook.com].
=== Where do I start? ===
You're probably here as part of the Pathfinder lore committee. If so, you'll need to know what you're doing in order to play in the Pathfinder setting. Here's a rundown:
Lida is the main character of the fantasy epic. Joe and I are in agreement that she shouldn't be in the Pathfinder games. So the broader focus is on the lore and adaptations of the Pathfinder ruleset. This takes place in a fantasy world that is roughly in development comparable to the medieval era, as most good fantasy games are. This world was completely minor tribelet anarchy until a group of "gods" came and civilized them, but the gods are long gone. Mostly it takes place in Voriland, which is both a continent and a country, in the midst of civil war. However, more intensely, it is also at risk of an encroaching desert that is not a natural phenomenon and the content is slowly fracturing apart. Neither of these issues are well understood and most of the population is not even aware of them.
If you're looking for lore:
* [[Voriland (government)|Vorish government]]
* [[Voriland (continent)|Continent of Voriland]]
* [[Religion in Voriland]]
* [[Magic use in Voriland]]
* [[History of Voriland]]
* [[Vorish-Levanian Civil War]]
If you're looking for Pathfinder information:
* [[Classes and races]]
* [[Modifications to Pathfinder Backgrounds|Backgrounds]]
==== If you're looking for more specific information: ====
''People specific to the book:''
* [[Lida|Lida the Defiant]]
* [[Teo Hillicks]]
* [[Maeva]]
* [[Spod the Silent]]
* [[Sella Ri'spar]]
* [[Lynis Ostraug]]
''Places:''
* [[Ya'zni]]
* [[Velliset]]
* [[North Cross]]
* [[Freespeak]]
* [[Marcheon]]
* [[Levania]]
* [[Clearwater]]
* [[Isle of Eure]]
* [[Dwarven Salvation]]
* [[Overlook of the Gods]]
* [[Garden of the Gods]]
''Other cultural concepts:''
* [[Magisterium|The Magisterium]]
* [[Tyllundi]]
* [[Somni Halls]]
* [[Egregores]]
If something doesn't make sense or information contradicts, please feel free to reach out.
4265f8b03270393329cda2686f5eeeb85580be72
126
111
2023-11-20T07:15:46Z
Katesquirrel
2
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page is a work in progress and I will be updating it as things happen. Keep an eye out on [[Stuff Happening]] for, well, stuff happening here.
=== What's this about? ===
Lida the Defiant is a fantasy epic with tremendous surrounding lore. It has lived in my brain for over eight years now and I've worked on it in various fits and starts. This is a hub for all documentation and information surrounding Lida, the world, and the Pathfinder setting related to Lida. You're probably here because you know me (Kate) in real life, but if not, hi! You're welcome to stick around and if you have any questions just reach out to [mailto:katecreatesstuff@outlook.com katecreatesstuff@outlook.com].
=== Where do I start? ===
You're probably here as part of the Pathfinder lore committee. If so, you'll need to know what you're doing in order to play in the Pathfinder setting. Here's a rundown:
Lida is the main character of the fantasy epic. Joe and I are in agreement that she shouldn't be in the Pathfinder games. So the broader focus is on the lore and adaptations of the Pathfinder ruleset. This takes place in a fantasy world that is roughly in development comparable to the medieval era, as most good fantasy games are. This world was completely minor tribelet anarchy until a group of "gods" came and civilized them, but the gods are long gone. Mostly it takes place in Voriland, which is both a continent and a country, in the midst of civil war. However, more intensely, it is also at risk of an encroaching desert that is not a natural phenomenon and the content is slowly fracturing apart. Neither of these issues are well understood and most of the population is not even aware of them.
If you're looking for lore:
* [[Voriland (government)|Vorish government]]
* [[Voriland (continent)|Continent of Voriland]]
* [[Religion in Voriland]]
* [[Magic use in Voriland]]
* [[History of Voriland]]
* [[Vorish-Levanian Civil War]]
If you're looking for Pathfinder information:
Main area: [[Creating a Pathfinder character]]
* [[Classes and races]]
* [[Modifications to Pathfinder Backgrounds]]
* [[Custom Pathfinder backgrounds]]
==== If you're looking for more specific information: ====
''People specific to the book:''
* [[Lida|Lida the Defiant]]
* [[Teo Hillicks]]
* [[Maeva]]
* [[Spod the Silent]]
* [[Sella Ri'spar]]
* [[Lynis Ostraug]]
''Places:''
* [[Ya'zni]]
* [[Velliset]]
* [[North Cross]]
* [[Freespeak]]
* [[Marcheon]]
* [[Levania]]
* [[Clearwater]]
* [[Isle of Eure]]
* [[Dwarven Salvation]]
* [[Overlook of the Gods]]
* [[Garden of the Gods]]
''Other cultural concepts:''
* [[Magisterium|The Magisterium]]
* [[Tyllundi]]
* [[Somni Halls]]
* [[Egregores]]
If something doesn't make sense or information contradicts, please feel free to reach out.
13db032c2e860d3c2fcd0d91936f6dd2f38ee405
Voriland (government)
0
57
112
2023-11-20T07:01:22Z
Katesquirrel
2
Created page with "Voriland is an oligarchy ostensibly spanning the entire continent of [[Continent of Voriland|Voriland]]. It is currently ruled by [[Adrickus III, King of Voriland|King Adrickus III]], who is very unpopular. Prior to this, it was ruled by his mother, the beloved [[Hepetia, Queen of Voriland|Queen Hepetia]]."
wikitext
text/x-wiki
Voriland is an oligarchy ostensibly spanning the entire continent of [[Continent of Voriland|Voriland]]. It is currently ruled by [[Adrickus III, King of Voriland|King Adrickus III]], who is very unpopular. Prior to this, it was ruled by his mother, the beloved [[Hepetia, Queen of Voriland|Queen Hepetia]].
4937a873f0c6b4c12ae15d3202929336bf27a57f
113
112
2023-11-20T07:02:09Z
Katesquirrel
2
wikitext
text/x-wiki
''This page is a work in progress. Check back soon for more information.''
Voriland is an oligarchy ostensibly spanning the entire continent of [[Continent of Voriland|Voriland]]. It is currently ruled by [[Adrickus III, King of Voriland|King Adrickus III]], who is very unpopular. Prior to this, it was ruled by his mother, the beloved [[Hepetia, Queen of Voriland|Queen Hepetia]].
8472318f48b4b15fd8f4ee0970cc1385159bcb2d
Stuff Happening
0
11
114
24
2023-11-20T07:05:01Z
Katesquirrel
2
wikitext
text/x-wiki
==== New edits: ====
* Extensive documentation on the [[Magic use in Voriland|magic system]].
* New maps of [[Isle of Eure|Eure]] and [[Leita's Cross]].
* Initial documentation on the people of Leita's Cross.
* Initial documentation on the [[Country of Voriland]].
==== Upcoming: ====
* Continued expansion of the magic system, including spell lists by area.
* Expansion of the history of Voriland, the lore of the gods, and the Vorish royal family.
d7c60b74849429eea3d003fb8110d278731e8b5f
115
114
2023-11-20T07:06:24Z
Katesquirrel
2
wikitext
text/x-wiki
==== New edits: ====
* Extensive documentation on the [[Magic use in Voriland|magic system]].
* New information on [[Background restrictions in Pathfinder]].
* New information on [[Creating a Pathfinder character]].
* New maps of [[Isle of Eure|Eure]] and [[Leita's Cross]].
* Initial documentation on the people of Leita's Cross.
* Initial documentation on the [[Voriland (government)|country of Voriland]].
==== Upcoming: ====
* Continued expansion of the magic system, including spell lists by area.
* Expansion of the history of Voriland, the lore of the gods, and the Vorish royal family.
5318e03b348f4d2124b6f7e2c08898c3f546415c
116
115
2023-11-20T07:07:04Z
Katesquirrel
2
wikitext
text/x-wiki
==== New edits: ====
* Extensive documentation on the [[Magic use in Voriland|magic system]].
* New information on [[Modifications to backgrounds in Pathfinder]].
* New information on [[Creating a Pathfinder character]].
* New maps of [[Isle of Eure|Eure]] and [[Leita's Cross]].
* Initial documentation on the people of Leita's Cross.
* Initial documentation on the [[Voriland (government)|country of Voriland]].
==== Upcoming: ====
* Continued expansion of the magic system, including spell lists by area.
* Expansion of the history of Voriland, the lore of the gods, and the Vorish royal family.
6a70e3892fcdb73880160d2f096532bd1dcbf551
117
116
2023-11-20T07:07:27Z
Katesquirrel
2
wikitext
text/x-wiki
==== New edits: ====
* Extensive documentation on the [[Magic use in Voriland|magic system]].
* New information on [[Modifications to Pathfinder backgrounds]].
* New information on [[Creating a Pathfinder character]].
* New maps of [[Isle of Eure|Eure]] and [[Leita's Cross]].
* Initial documentation on the people of Leita's Cross.
* Initial documentation on the [[Voriland (government)|country of Voriland]].
==== Upcoming: ====
* Continued expansion of the magic system, including spell lists by area.
* Expansion of the history of Voriland, the lore of the gods, and the Vorish royal family.
465df11dcd27288ef02a0774d2c84cd322cb04ac
118
117
2023-11-20T07:08:03Z
Katesquirrel
2
wikitext
text/x-wiki
==== New edits: ====
* Extensive documentation on the [[Magic use in Voriland|magic system]].
* New information on [[Modifications to Pathfinder Backgrounds]].
* New information on [[Creating a Pathfinder character]].
* New maps of [[Isle of Eure|Eure]] and [[Leita's Cross]].
* Initial documentation on the people of Leita's Cross.
* Initial documentation on the [[Voriland (government)|country of Voriland]].
==== Upcoming: ====
* Continued expansion of the magic system, including spell lists by area.
* Expansion of the history of Voriland, the lore of the gods, and the Vorish royal family.
cdeee82f826f269b9be6bcb14fd1ff34677b2b22
Custom Pathfinder backgrounds
0
58
124
2023-11-20T07:13:39Z
Katesquirrel
2
Created page with "== Succubi/incubi == Remember people have a very hard time accepting or understanding succubi/incubi and you probably want to keep your background under wraps or create a false background. ===== Raised in a Somni Hall ===== One or both of your parents worked in a Somni Hall, helping couples connect or satisfying people's desires. You may have left because your own views of sex and sexuality were much different than your parents or you wished to take your knowledge and l..."
wikitext
text/x-wiki
== Succubi/incubi ==
Remember people have a very hard time accepting or understanding succubi/incubi and you probably want to keep your background under wraps or create a false background.
===== Raised in a Somni Hall =====
One or both of your parents worked in a Somni Hall, helping couples connect or satisfying people's desires. You may have left because your own views of sex and sexuality were much different than your parents or you wished to take your knowledge and learn more about the greater world.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Society skill and Somni Hall Lore skill.
===== Somni Hall Alchemist =====
You were an alchemist in a Somni Hall, primarily crafting love potions that you masked in fine wine. It was complicated, very specific work requiring tremendous attention to detail. You may have left to become an adventurer because you made a terrible miscalculation or because you wanted to bring love to people who couldn't afford Somni Halls.
Choose two ability boosts. One must be ''Intelligence'' or ''Charisma'' and one is a free ability boost.
You're trained in the Crafting skill and the Psychology Lore skill. You gain the Alchemical Crafting skill feat.
===== Somni Hall Worker =====
You worked in a Somni Hall, supporting couples trying to fall in love or satisfying people's desires. You may have had a bad experience, not actually been very good at it, or simply grew tired of it. Either way, you have considerable knowledge on sex and sexuality and you met a lot of interesting people.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Diplomacy skill and Sex Customs Lore ''(Joe)''. Choose one of the following skill feats: ''Shameless Request'' or ''Glad Hand'' or ''Dubious Knowledge''.
bdc20c78cd56c277271b78081ad911d40778843b
125
124
2023-11-20T07:14:26Z
Katesquirrel
2
wikitext
text/x-wiki
== Succubi/incubi ==
Remember people have a very hard time accepting or understanding succubi/incubi and you probably want to keep your background under wraps or create a false background.
===== Raised in a Somni Hall =====
One or both of your parents worked in a Somni Hall, helping couples connect or satisfying people's desires. You may have left because your own views of sex and sexuality were much different than your parents or you wished to take your knowledge and learn more about the greater world.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Society skill and Somni Hall Lore skill.
===== Somni Hall Alchemist =====
You were an alchemist in a Somni Hall, primarily crafting love potions that you masked in fine wine. It was complicated, very specific work requiring tremendous attention to detail. You may have left to become an adventurer because you made a terrible miscalculation or because you wanted to bring love to people who couldn't afford Somni Halls.
Choose two ability boosts. One must be ''Intelligence'' or ''Charisma'' and one is a free ability boost.
You're trained in the Crafting skill and the Psychology Lore skill. You gain the Alchemical Crafting skill feat.
===== Somni Hall Worker =====
You worked in a Somni Hall, supporting couples trying to fall in love or satisfying people's desires. You may have had a bad experience, not actually been very good at it, or simply grew tired of it. Either way, you have considerable knowledge on sex and sexuality and you met a lot of interesting people.
Choose two ability boosts. One must be ''Charisma'' or ''Wisdom'' and one is a free ability boost.
You're trained in the Diplomacy skill and Sex Customs Lore '''(Joe)'''. Choose one of the following skill feats: ''Shameless Request'' or ''Glad Hand'' or ''Dubious Knowledge''.
96ffd3176a01b647c42c5a43f1f246af884af0a7
Maeva
0
59
127
2023-11-21T05:52:57Z
Katesquirrel
2
Created page with "Maeva is a [[Tyllundi]] woman saved from suicide by [[Lida]] and [[Teo Hillicks]] at the Tyllundi enclave. Like all Tyllundi women, she doesn’t have a last name. At the start of the story, she is nineteen. She has a spring birthday. ===== Appearance ===== Maeva is short with long blonde hair and blue eyes. Initially, she has an almost anorexic appearance to her owing to the limited food provided at the enclave and a pervasive sad meekness about her. She is considered..."
wikitext
text/x-wiki
Maeva is a [[Tyllundi]] woman saved from suicide by [[Lida]] and [[Teo Hillicks]] at the Tyllundi enclave. Like all Tyllundi women, she doesn’t have a last name. At the start of the story, she is nineteen. She has a spring birthday.
===== Appearance =====
Maeva is short with long blonde hair and blue eyes. Initially, she has an almost anorexic appearance to her owing to the limited food provided at the enclave and a pervasive sad meekness about her. She is considered ugly by her peers. She wears her hair braided under a scarf with a gray peasant dress in typical unmarried [[Tyllundi aesthetic|fashion]].
After she leaves the enclave, she eventually reaches to a healthy weight, where she is quite pretty, and stops favoring clothes with muted colors. She also stops covering her hair and sometimes wears it loose.
===== Personality =====
Maeva is, at her core, sweet and kind. Her abuse at the Tyllundi enclave left her very meek and seemingly far older than she actually was. Initially she cannot look Teo in the eye and is afraid of [[Spod the Silent]]. She struggles to adapt to the constant danger they face. Over time, she becomes more confident and self-assured, eventually becoming quite bold. Bolstered by her protections, she becomes friendly and welcoming to all.
72a85096a5c4b5a8cdbb1540d6e348a4bd4c221d
132
127
2023-11-21T11:11:15Z
Katesquirrel
2
wikitext
text/x-wiki
Maeva is a [[Tyllundi]] woman saved from suicide by [[Lida]] and [[Teo Hillicks]] at the Tyllundi enclave. Like all Tyllundi women, she doesn’t have a last name. At the start of the story, she is nineteen. She has a spring birthday.
Later, she becomes a prolific mapmaker and artist, sporadically apprenticing with [[Mauril the Mapmaker]] in [[Levania]].
===== Appearance =====
Maeva is short with long blonde hair and blue eyes. Initially, she has an almost anorexic appearance to her owing to the limited food provided at the enclave and a pervasive sad meekness about her. She is considered ugly by her peers. She wears her hair braided under a scarf with a gray peasant dress in typical unmarried [[Tyllundi aesthetic|fashion]].
After she leaves the enclave, she eventually reaches to a healthy weight, where she is quite pretty, and stops favoring clothes with muted colors. She also stops covering her hair and sometimes wears it loose.
===== Personality =====
Maeva is, at her core, sweet and kind. Her abuse at the Tyllundi enclave left her very meek and seemingly far older than she actually was. Initially she cannot look Teo in the eye and is afraid of [[Spod the Silent]]. She struggles to adapt to the constant danger they face. Over time, she becomes more confident and self-assured, eventually becoming quite bold. Bolstered by her protections, she becomes friendly and welcoming to all.
== Relationships ==
===== Lida =====
Lida is the first to recognize and intervene that Maeva is trying to kill herself. She saves her life and offers her the chance to travel with her and Teo. Maeva, feeling that her life is already forfeit, agrees. She and Lida end up having a warm and loving bond similar to mother and daughter. She respects Lida tremendously, although she is initially put off by Lida's [[Attitudes on sex and gender (Voriland)|wearing pants]] and combat aptitude. They clash tremendously over going to [[Leita's Cross]] but eventually Lida gives in.
===== Teo =====
Initially Maeva is quite afraid of Teo, due to her limited experiences with men. She cannot look him in the eye or speak to him directly, though she follows his direct instructions. Teo feels terrible about this, but resolves to support her as best he can. In combat, Teo defaults to protecting her, which Lida is in agreement with, until they get Spod to protect her directly. Their relationship begins to mellow after Teo gets her a journal and discovers she is an incredible artist.
===== Spod the Silent =====
Spod's purpose is initially to protect Maeva, after she is forced to murder a bandit and never quite recovers. While she appreciates him and his role, she is terrified of him, especially as she's never seen a dwarf before. Over time they become very close and Spod teaches her [[Languages in Voriland|Dwarven sign language]]. Spod requests to be sent away after he develops deep feelings for Maeva, feeling she deserves better, but returns immediately when she is kidnapped by a Levanian insurrectionist group.
===== Sella =====
Maeva doesn't meet [[Sella Ri'spar]] until much later, but Sella is instantly taken with the girl and sees her as what Lida could've been if she hadn't been bought by the [[Voriland (government)|Vorish]] government and trained as a [[Praetor (class)|praetor]]. She identifies an untapped well of magic in her that has been completely suppressed and gently helps her channel what remains of it into her art and mapmaking.
===== That obnoxious emo fey whose name I can't remember =====
In Marcheon, he becomes captivated by her, especially her very small emaciated frame, and almost goes so far as to declare his love for her. After his wing gets ripped off, he falls into a near-suicidal depression, which she pulls him out of because she's somewhat disgusted by it. As she continues to return to a normal weight, he starts shaming her for eating and starts to inadvertently promote an eating disorder, because he favors long, thin fey-like bodies and finds the normal human form to be too big for his tastes. This only stops when Lida and Teo both intervene.
efbd624b769a02aa2f4e8c0ef06e21340406f33e
133
132
2023-11-21T11:15:19Z
Katesquirrel
2
/* Teo */
wikitext
text/x-wiki
Maeva is a [[Tyllundi]] woman saved from suicide by [[Lida]] and [[Teo Hillicks]] at the Tyllundi enclave. Like all Tyllundi women, she doesn’t have a last name. At the start of the story, she is nineteen. She has a spring birthday.
Later, she becomes a prolific mapmaker and artist, sporadically apprenticing with [[Mauril the Mapmaker]] in [[Levania]].
===== Appearance =====
Maeva is short with long blonde hair and blue eyes. Initially, she has an almost anorexic appearance to her owing to the limited food provided at the enclave and a pervasive sad meekness about her. She is considered ugly by her peers. She wears her hair braided under a scarf with a gray peasant dress in typical unmarried [[Tyllundi aesthetic|fashion]].
After she leaves the enclave, she eventually reaches to a healthy weight, where she is quite pretty, and stops favoring clothes with muted colors. She also stops covering her hair and sometimes wears it loose.
===== Personality =====
Maeva is, at her core, sweet and kind. Her abuse at the Tyllundi enclave left her very meek and seemingly far older than she actually was. Initially she cannot look Teo in the eye and is afraid of [[Spod the Silent]]. She struggles to adapt to the constant danger they face. Over time, she becomes more confident and self-assured, eventually becoming quite bold. Bolstered by her protections, she becomes friendly and welcoming to all.
== Relationships ==
===== Lida =====
Lida is the first to recognize and intervene that Maeva is trying to kill herself. She saves her life and offers her the chance to travel with her and Teo. Maeva, feeling that her life is already forfeit, agrees. She and Lida end up having a warm and loving bond similar to mother and daughter. She respects Lida tremendously, although she is initially put off by Lida's [[Attitudes on sex and gender (Voriland)|wearing pants]] and combat aptitude. They clash tremendously over going to [[Leita's Cross]] but eventually Lida gives in.
===== Teo =====
Initially Maeva is quite afraid of Teo, due to her limited experiences with men. She cannot look him in the eye or speak to him directly, though she follows his direct instructions. Teo feels terrible about this, but resolves to support her as best he can. He recognizes that Maeva could be his daughter in terms of age and he becomes very paternal towards her. In combat, Teo defaults to protecting her, which Lida is in agreement with, until they get Spod to protect her directly. Their relationship begins to mellow after Teo gets her a journal and discovers she is an incredible artist.
===== Spod the Silent =====
Spod's purpose is initially to protect Maeva, after she is forced to murder a bandit and never quite recovers. While she appreciates him and his role, she is terrified of him, especially as she's never seen a dwarf before. Over time they become very close and Spod teaches her [[Languages in Voriland|Dwarven sign language]]. Spod requests to be sent away after he develops deep feelings for Maeva, feeling she deserves better, but returns immediately when she is kidnapped by a Levanian insurrectionist group.
===== Sella =====
Maeva doesn't meet [[Sella Ri'spar]] until much later, but Sella is instantly taken with the girl and sees her as what Lida could've been if she hadn't been bought by the [[Voriland (government)|Vorish]] government and trained as a [[Praetor (class)|praetor]]. She identifies an untapped well of magic in her that has been completely suppressed and gently helps her channel what remains of it into her art and mapmaking.
===== That obnoxious emo fey whose name I can't remember =====
In Marcheon, he becomes captivated by her, especially her very small emaciated frame, and almost goes so far as to declare his love for her. After his wing gets ripped off, he falls into a near-suicidal depression, which she pulls him out of because she's somewhat disgusted by it. As she continues to return to a normal weight, he starts shaming her for eating and starts to inadvertently promote an eating disorder, because he favors long, thin fey-like bodies and finds the normal human form to be too big for his tastes. This only stops when Lida and Teo both intervene.
53721aac93d8df82a0c42a189cf51888ead0f18f
Haran Quickleaf
0
60
128
2023-11-21T10:14:19Z
Katesquirrel
2
Created page with "Haran Quickleaf is the [[Dwarf(species)|dwarf]] blacksmith of [[Leita's Cross]]. He taught [[Stassa Bruckers]] to fight using a flyssa he crafted and provides excellent smithing services to travelers passing through. == Haran as a Pathfinder character == * 『』denotes reaction. * ¤¹ involves one action. * ¤² involves two actions. * ¤³ involves three actions. ''NG, Medium, Anvil Dwarf, Ranger 9''<br> '''Perception''' +16; Darkvision <br> '''Languages''' Dwarven,..."
wikitext
text/x-wiki
Haran Quickleaf is the [[Dwarf(species)|dwarf]] blacksmith of [[Leita's Cross]]. He taught [[Stassa Bruckers]] to fight using a flyssa he crafted and provides excellent smithing services to travelers passing through.
== Haran as a Pathfinder character ==
* 『』denotes reaction.
* ¤¹ involves one action.
* ¤² involves two actions.
* ¤³ involves three actions.
''NG, Medium, Anvil Dwarf, Ranger 9''<br>
'''Perception''' +16; Darkvision <br>
'''Languages''' Dwarven, Levanian, Vorish <br>
'''Skills''' Acrobatics +1, Athletics +15, Crafting +18, Deception +11, Diplomacy +11, Intimidation +11, Lore: Guild +16, Nature +12, Religion +12, Survival +14 <br>
'''Str''' +4, '''Dex''' +1, '''Con''' +3, '''Int''' +3, '''Wis''' +1, '''Cha''' +0 <br>
'''Items''' Lattice Armor <br>
'''AC''' 26; '''Fort''' +16, '''Ref''' +16, '''Will''' +14' ''Evasion'' <br>
'''HP''' 127 <br>
'''Relentless Stalker'''『』 '''Trigger''' An adjacent creature you are hunting attempts to move away from you using an action that has the move trait. Your hunted prey cannot escape your relentless pursuit. Stride up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a magical effect. <br>
'''Disrupt Prey''' 『』 '''Trigger''' Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using. Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action. <br>
'''Speed''' 20 feet <br>
'''Melee 1''' Dwarven War Axe +17 (Dwarf, Sweep, Two-Hand d12, Uncommon), '''Damage''' 1d8+6 S <br>
'''Melee 2''' Dwarven War Axe +17 (Dwarf, Sweep, Two-Hand d12, Uncommon), '''Damage''' 1d8+6 S <br>
'''Melee Stowed''' Flyssa +17 (Agile, Finesse, Versatile P), '''Damage''' 1d6+6 S <br>
'''Twin Takedown ¤¹''' (Flourish) '''Frequency''' once per round '''Requirements''' You are wielding two melee weapons, each in a different hand. You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. <br>
'''Twin Parry ¤¹ Requirements''' You are wielding two melee weapons, one in each hand. You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement. <br>
'''Warden's Boon ¤¹''' By pointing out vulnerabilities, you grant the benefits listed in Hunt Prey and your hunter’s edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait. <br>
'''Improvised Repair ¤³''' (General) You are skilled at making quick fixes to damaged equipment, but your fixes aren't meant to last forever. You make a quick repair to a broken non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy. <br>
'''Hunt Prey ¤¹''' You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. <br>
'''Precision Damage''' Hunter's Edge 1d8 <br>
'''Additional Feats''' ''Anvil Dwarf, Armor Assist, Battleforger, Crafter's Appraisal, Dwarven Weapon Cunning, Dwarven Weapon Familiarity, Intimidating Glare, Master of Apprentice, Specialty Crafting'' <br>
'''Additional Specials''' ''Advanced Weapon Choice (Dwarven War Axe), Hunter's Edge (Precision), Nature's Edge, Trackless Step'' <br>
b4fbe9c2638c2c30812c346c155f777d1bcd8036
129
128
2023-11-21T10:14:56Z
Katesquirrel
2
/* Haran as a Pathfinder character */
wikitext
text/x-wiki
Haran Quickleaf is the [[Dwarf(species)|dwarf]] blacksmith of [[Leita's Cross]]. He taught [[Stassa Bruckers]] to fight using a flyssa he crafted and provides excellent smithing services to travelers passing through.
== Haran as a Pathfinder character ==
*『』denotes reaction.
* ¤¹ involves one action.
* ¤² involves two actions.
* ¤³ involves three actions.
''NG, Medium, Anvil Dwarf, Ranger 9''<br>
'''Perception''' +16; Darkvision <br>
'''Languages''' Dwarven, Levanian, Vorish <br>
'''Skills''' Acrobatics +1, Athletics +15, Crafting +18, Deception +11, Diplomacy +11, Intimidation +11, Lore: Guild +16, Nature +12, Religion +12, Survival +14 <br>
'''Str''' +4, '''Dex''' +1, '''Con''' +3, '''Int''' +3, '''Wis''' +1, '''Cha''' +0 <br>
'''Items''' Lattice Armor <br>
'''AC''' 26; '''Fort''' +16, '''Ref''' +16, '''Will''' +14' ''Evasion'' <br>
'''HP''' 127 <br>
'''Relentless Stalker'''『』 '''Trigger''' An adjacent creature you are hunting attempts to move away from you using an action that has the move trait. Your hunted prey cannot escape your relentless pursuit. Stride up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a magical effect. <br>
'''Disrupt Prey''' 『』 '''Trigger''' Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using. Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action. <br>
'''Speed''' 20 feet <br>
'''Melee 1''' Dwarven War Axe +17 (Dwarf, Sweep, Two-Hand d12, Uncommon), '''Damage''' 1d8+6 S <br>
'''Melee 2''' Dwarven War Axe +17 (Dwarf, Sweep, Two-Hand d12, Uncommon), '''Damage''' 1d8+6 S <br>
'''Melee Stowed''' Flyssa +17 (Agile, Finesse, Versatile P), '''Damage''' 1d6+6 S <br>
'''Twin Takedown ¤¹''' (Flourish) '''Frequency''' once per round '''Requirements''' You are wielding two melee weapons, each in a different hand. You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. <br>
'''Twin Parry ¤¹ Requirements''' You are wielding two melee weapons, one in each hand. You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement. <br>
'''Warden's Boon ¤¹''' By pointing out vulnerabilities, you grant the benefits listed in Hunt Prey and your hunter’s edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait. <br>
'''Improvised Repair ¤³''' (General) You are skilled at making quick fixes to damaged equipment, but your fixes aren't meant to last forever. You make a quick repair to a broken non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy. <br>
'''Hunt Prey ¤¹''' You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. <br>
'''Precision Damage''' Hunter's Edge 1d8 <br>
'''Additional Feats''' ''Anvil Dwarf, Armor Assist, Battleforger, Crafter's Appraisal, Dwarven Weapon Cunning, Dwarven Weapon Familiarity, Intimidating Glare, Master of Apprentice, Specialty Crafting'' <br>
'''Additional Specials''' ''Advanced Weapon Choice (Dwarven War Axe), Hunter's Edge (Precision), Nature's Edge, Trackless Step'' <br>
dd51e0d63d3e55d435410bfc04d37d68d448810d
Lida
0
3
130
22
2023-11-21T10:44:43Z
Katesquirrel
2
wikitext
text/x-wiki
''(This pages requires additional information and/or formatting.)''
[[File:Lida face.jpg|thumb|right|Lida in Velliset]]
Lida is the main character of Lida the Defiant. She is a former [[Tyllundi]] who was purchased as a child by the [[Voriland (government)|Vorish]] government, trained at the [[Magisterium]], and became a full praetor. She does not have a last name until [[Lynis Ostraug]] bequeaths her his own.
===== Appearance =====
Lida is described as being fairly tall, equivalent to 5'8"-5'11", with broad shoulders and a lean, athletic body. She has long brown curly hair that she often keeps braided. In keeping with Vorish magic standards, she has large violet eyes. Her face is wide and angular.
When traveling or anticipating combat, she wears a leather chestpiece and bracers over a violet shirt, along with greaves that allow for movement and brown leather boots.
===== Personality =====
She is generally considered to be well-meaning and committed, but is initially a bit rough around the edges with an intensity to her. When [[Teo Hillicks|Teo Hillicks]] first encounters her in [[Velliset]], where she is commanding the militia, he sees her slap one of the men, which she justifies saying that they don't understand anything else.
== Magic use and fighting style ==
Lida trained as an acrobat (see Early Life) and uses that to reinforce herself in combat. She is adept at dodging and blocks using [[Abjuration|wards]]. She also uses [[Elemental magic|elemental magic]], specifically [[Aquamancy|aquamancy]] and [[Pyromancy|pyromancy]], and separately [[Mutamancy|mutamancy]]. Like most magic users, she can [[Curatiomancy|self-heal]], but she cannot heal others. She does not carry a weapon, dodges more than she attacks, and can violently erupt with elemental force, but this drains her entirely and leaves her completely vulnerable.
She is best represented through the Pathfinder kineticist class.
== Early life ==
Lida was raised in a Tyllundi family, where she was viewed as a curse and a blight upon the family. She was routinely punished if her magic came out. When she was nine, Lynis Ostraug came as a representative of the Vorish government and purchased her from her family. From then on, she was considered dead to her family. She was placed in a [[Ya'zni]] orphanage until she was old enough to attend the Magisterium at twelve.
Lida recalls her time at the orphanage as a very happy one, with varied food, comfortable beds, and considerably less restrictions than her Tyllundi family had placed upon her. She finally made friends her own age and learned to read and write. Ostraug visited her regularly, almost daily when he was in town, and would later admit in his will that he had petitioned to legally adopt her but the Magisterium had refused his request for unknown reasons.
When she started getting into trouble repeatedly at age ten for climbing onto the roofs of buildings and jumping from building to building, Ostraug made a deal with the local circus to have her train there as an acrobat each winter season until she went into the Magisterium. This provided a considerable outlet for her and she became exceptionally good, learning to channel her magic into her abilities. She would return to train during school breaks throughout her time at the Magisterium.
7e0c663abf9cb864954ca909ccf0f0e6080cc9ba
131
130
2023-11-21T10:46:19Z
Katesquirrel
2
wikitext
text/x-wiki
''(This pages requires additional information and/or formatting.)''
[[File:Lida face.jpg|thumb|right|Lida in Velliset]]
Lida is the main character of Lida the Defiant. She is a former [[Tyllundi]] who was purchased as a child by the [[Voriland (government)|Vorish]] government, trained at the [[Magisterium]], and became a full praetor. She does not have a last name until [[Lynis Ostraug]] bequeaths her his own.
===== Appearance =====
Lida is described as being fairly tall, equivalent to 5'8"-5'11", with broad shoulders and a lean, athletic body. She has long brown curly hair that she often keeps braided. In keeping with Vorish magic standards, she has large violet eyes. Her face is wide and angular.
When traveling or anticipating combat, she wears a leather chestpiece and bracers over a violet shirt, along with greaves that allow for movement and brown leather boots. In cold weather, she wears a dark violet wool cloak.
===== Personality =====
She is generally considered to be well-meaning and committed, but is initially a bit rough around the edges with an intensity to her. When [[Teo Hillicks|Teo Hillicks]] first encounters her in [[Velliset]], where she is commanding the militia, he sees her slap one of the men, which she justifies saying that they don't understand anything else.
== Magic use and fighting style ==
Lida trained as an acrobat (see Early Life) and uses that to reinforce herself in combat. She is adept at dodging and blocks using [[Abjuration|wards]]. She also uses [[Elemental magic|elemental magic]], specifically [[Aquamancy|aquamancy]] and [[Pyromancy|pyromancy]], and separately [[Mutamancy|mutamancy]]. Like most magic users, she can [[Curatiomancy|self-heal]], but she cannot heal others. She does not carry a weapon, dodges more than she attacks, and can violently erupt with elemental force, but this drains her entirely and leaves her completely vulnerable.
She is best represented through the Pathfinder kineticist class.
== Early life ==
Lida was raised in a Tyllundi family, where she was viewed as a curse and a blight upon the family. She was routinely punished if her magic came out. When she was nine, Lynis Ostraug came as a representative of the Vorish government and purchased her from her family. From then on, she was considered dead to her family. She was placed in a [[Ya'zni]] orphanage until she was old enough to attend the Magisterium at twelve.
Lida recalls her time at the orphanage as a very happy one, with varied food, comfortable beds, and considerably less restrictions than her Tyllundi family had placed upon her. She finally made friends her own age and learned to read and write. Ostraug visited her regularly, almost daily when he was in town, and would later admit in his will that he had petitioned to legally adopt her but the Magisterium had refused his request for unknown reasons.
When she started getting into trouble repeatedly at age ten for climbing onto the roofs of buildings and jumping from building to building, Ostraug made a deal with the local circus to have her train there as an acrobat each winter season until she went into the Magisterium. This provided a considerable outlet for her and she became exceptionally good, learning to channel her magic into her abilities. She would return to train during school breaks throughout her time at the Magisterium.
766229e08f41f40b684c5f70264fc97b11354f11
Languages in Voriland
0
61
134
2023-11-21T12:30:01Z
Katesquirrel
2
Created page with "===== Kate's note ===== I have a special interest in linguistics which has spawned a background in conlangs, and I am doing my best not to create full languages for these things, because that would be a rabbit hole that could take me at least a year. So the information here is more limited than I would like, but it's the best I can do at this time. Language and language structure tremendously informs societal norms and cultural values, and I would like that reflected in..."
wikitext
text/x-wiki
===== Kate's note =====
I have a special interest in linguistics which has spawned a background in conlangs, and I am doing my best not to create full languages for these things, because that would be a rabbit hole that could take me at least a year. So the information here is more limited than I would like, but it's the best I can do at this time.
Language and language structure tremendously informs societal norms and cultural values, and I would like that reflected in the various languages of Voriland. A simple example of this would be Russian. Russia is well known for its attempted collectivistic values, and the Russian language reflects this in many ways, but I'd like to mention just one: they do not have a verb for possession. I cannot say, "I have a book," in Russian. "To have" is not a verb that exists at all. I would say, "У меня есть книга" -- literally, "At me is book." (Russian also doesn't have articles either, but that's a different conversation."
So Russians do have an idea of ownership, but it is one that is completely different from our ideas of ownership, and that is reinforced in their language.
It's very important to me that the languages of Voriland have these same psycholinguistic elements, where language informs culture.
===== Official language =====
'''[[Vorish (language)|Vorish]]''' is the official language of the continent. It is the native tongue of people in the North [[Tydes Mountains]], areas roughly west (above, per the [[Voriland (continent)|continent map]]) of the [[Fristlee]]-[[Turnmour]] road, north (right) of the [[Parma River]]. This includes [[North Cross]]. Most people speak it, often along with their own native language. It is a hard language, similar to Germanic in sound but heavily agglutinated (see below), making it very difficult to learn past childhood and causing many people to mix up parts of words.
Vorish has multiple methods of identifying and naming people based on their relationship and authority to the speaker, along with a variety of honorifics. They have separate and distinct words for women and men based on the stage they are in, with more terms for women than men, and an honorific for a woman who has had more than five live births that reached the age of five (a rare outcome). Their base word for women shares a root word with their word for motherhood, while their base word for men shares a root word with soldier.
===== Regional languages =====
'''[[Levanian (language)|Levanian]]''' is the regional language of the region of [[Levania]] and also the official language of the unofficial government of Levania. It is the native tongue of people throughout the [[Contested Lands]], including [[Freespeak]], [[Leita's Cross]], [[Sule]], [[Algor]], and [[Almenia]], as well as people residing on the islands in the [[Salmorra Sea]], with exceptions noted below. It sounds similar to a hybrid of Greek and (Brazilian) Portuguese.
They have a single method of identifying and naming people, with no distinction for authority. They also have considerably varied and diverse terms for magic users and artists. Their word for occupation shares a root word with the word for joy.
d784e298c07f8972080d95b127f80cc6ecf08bfa
140
134
2023-11-21T14:42:20Z
Katesquirrel
2
wikitext
text/x-wiki
===== Kate's note =====
I have a special interest in linguistics which has spawned a background in conlangs, and I am doing my best not to create full languages for these things, because that would be a rabbit hole that could take me at least a year. So the information here is more limited than I would like, but it's the best I can do at this time.
Language and language structure tremendously informs societal norms and cultural values, and I would like that reflected in the various languages of Voriland. A simple example of this would be Russian. Russia is well known for its attempted collectivistic values, and the Russian language reflects this in many ways, but I'd like to mention just one: they do not have a verb for possession. I cannot say, "I have a book," in Russian. "To have" is not a verb that exists at all. I would say, "У меня есть книга" -- literally, "At me is book." (Russian also doesn't have articles either, but that's a different conversation."
So Russians do have an idea of ownership, but it is one that is completely different from our ideas of ownership, and that is reinforced in their language.
It's very important to me that the languages of Voriland have these same psycholinguistic elements, where language informs culture.
== Official language ==
'''[[Vorish (language)|Vorish]]''' is the official language of the continent. It is the native tongue of people in the North [[Tydes Mountains]], areas roughly west (above, per the [[Voriland (continent)|continent map]]) of the [[Fristlee]]-[[Turnmour]] road, north (right) of the [[Parma River]]. This includes [[North Cross]]. Most people speak it, often along with their own native language. It is a hard language, similar to Germanic in sound but heavily agglutinated (see below), making it very difficult to learn past childhood and causing many people to mix up parts of words.
Vorish has multiple methods of identifying and naming people based on their relationship and authority to the speaker, along with a variety of honorifics. They have separate and distinct words for women and men based on the stage they are in, with more terms for women than men, and an honorific for a woman who has had more than five live births that reached the age of five (a rare outcome). Their base word for women shares a root word with their word for motherhood, while their base word for men shares a root word with soldier.
== Regional languages ==
===== Levanian =====
[[Levanian (language)|Levanian]} is the language of the region of [[Levania]] and also the official language of the unofficial government of Levania. It is the native tongue of people throughout the [[Contested Lands]], including [[Freespeak]], [[Leita's Cross]], [[Sule]], [[Algor]], and [[Almenia]], as well as people residing on the islands in the [[Salmorra Sea]], with exceptions noted below. It sounds similar to a hybrid of Greek and (Brazilian) Portuguese.
They have a single method of identifying and naming people, with no distinction for authority. They also have considerably varied and diverse terms for magic users and artists. Their word for occupation shares a root word with the word for joy.
===== Eurian =====
[[Eurian (language)|Eurian]] is the regional language of [[Isle of Eure]] and their official native tongue.
===== Saboudic =====
[[Saboudic (language)|Saboudic]] is the native language of the people of the Desert of [[Ya'zni]]. It is slowly becoming extinct, with less than 1000 native speakers remaining.
===== Drouth =====
[[Drouth (language)|Drouth]] is the native language of the people north of the Tydes Mountains. Many of these people don't speak Vorish at all.
===== Wheatspeak/Amunic =====
[[Amunic (language)|Wheatspeak/Amunic]] is the native language spoken by the people of the plains, in the [[Central Voriland]] farming communities around [[Wheatland]], [[Lakes of Central Voriland|Lake Amuno, and Lake Sudra]]. A variant of it is spoken by the [[Feral People]] of the [[Mossy Pools]] between [[Lakes of Central Voriland|Lake Pinaria]] and [[Lake Frisplan]].
===== Bilago =====
[[Bilago (language)|Bilago]] is spoken in the rocky area around [[South Cross]]. Some people in [[Salisas]] speak it as well, but it is mostly spoken by the Feral People and the [[Rock Nomads]] of the area.
== Species-specific languages ==
===== Dwarven =====
[[Dwarven (language)|Dwarven]] is spoken by nearly all [[Dwarf (species)|dwarves]] on the continent, unless they were raised away from their kin.
===== Fey =====
[[Feyspeak (language)|Feyspeak]] is spoken by the fairies at [[Marcheon]] as well as the humans in Fey Harbor and at [[Garden of the Gods]].
ff0e725f521a6e084e73b3044272010b4dbac383
141
140
2023-11-21T19:02:44Z
Katesquirrel
2
wikitext
text/x-wiki
===== Kate's note =====
I have a special interest in linguistics which has spawned a background in conlangs, and I am doing my best not to create full languages for these things, because that would be a rabbit hole that could take me at least a year. So the information here is more limited than I would like, but it's the best I can do at this time.
Language and language structure tremendously informs societal norms and cultural values, and I would like that reflected in the various languages of Voriland. A simple example of this would be Russian. Russia is well known for its attempted collectivistic values, and the Russian language reflects this in many ways, but I'd like to mention just one: they do not have a verb for possession. I cannot say, "I have a book," in Russian. "To have" is not a verb that exists at all. I would say, "У меня есть книга" -- literally, "At me is book." (Russian also doesn't have articles either, but that's a different conversation."
So Russians do have an idea of ownership, but it is one that is completely different from our ideas of ownership, and that is reinforced in their language.
It's very important to me that the languages of Voriland have these same psycholinguistic elements, where language informs culture.
== Official language ==
'''[[Vorish (language)|Vorish]]''' is the official language of the continent. It is the native tongue of people in the North [[Tydes Mountains]], areas roughly west (above, per the [[Voriland (continent)|continent map]]) of the [[Fristlee]]-[[Turnmour]] road, north (right) of the [[Parma River]]. This includes [[North Cross]]. Most people speak it, often along with their own native language. It is a hard language, similar to Germanic in sound but heavily agglutinated (see below), making it very difficult to learn past childhood and causing many people to mix up parts of words.
Vorish has multiple methods of identifying and naming people based on their relationship and authority to the speaker, along with a variety of honorifics. They have separate and distinct words for women and men based on the stage they are in, with more terms for women than men, and an honorific for a woman who has had more than five live births that reached the age of five (a rare outcome). Their base word for women shares a root word with their word for motherhood, while their base word for men shares a root word with soldier.
== Regional languages ==
===== Levanian =====
[[Levanian (language)|Levanian]] is the language of the region of [[Levania]] and also the official language of the unofficial government of Levania. It is the native tongue of people throughout the [[Contested Lands]], including [[Freespeak]], [[Leita's Cross]], [[Sule]], [[Algor]], and [[Almenia]], as well as people residing on the islands in the [[Salmorra Sea]], with exceptions noted below. It sounds similar to a hybrid of Greek and (Brazilian) Portuguese.
They have a single method of identifying and naming people, with no distinction for authority. They also have considerably varied and diverse terms for magic users and artists. Their word for occupation shares a root word with the word for joy.
===== Eurian =====
[[Eurian (language)|Eurian]] is the regional language of [[Isle of Eure]] and their official native tongue.
===== Saboudic =====
[[Saboudic (language)|Saboudic]] is the native language of the people of the Desert of [[Ya'zni]]. It is slowly becoming extinct, with less than 1000 native speakers remaining.
===== Drouth =====
[[Drouth (language)|Drouth]] is the native language of the people north of the Tydes Mountains. Many of these people don't speak Vorish at all.
===== Wheatspeak/Amunic =====
[[Amunic (language)|Wheatspeak/Amunic]] is the native language spoken by the people of the plains, in the [[Central Voriland]] farming communities around [[Wheatland]], [[Lakes of Central Voriland|Lake Amuno, and Lake Sudra]]. A variant of it is spoken by the [[Feral People]] of the [[Mossy Pools]] between [[Lakes of Central Voriland|Lake Pinaria]] and [[Lake Frisplan]].
===== Bilago =====
[[Bilago (language)|Bilago]] is spoken in the rocky area around [[South Cross]]. Some people in [[Salisas]] speak it as well, but it is mostly spoken by the Feral People and the [[Rock Nomads]] of the area.
== Species-specific languages ==
===== Dwarven =====
[[Dwarven (language)|Dwarven]] is spoken by nearly all [[Dwarf (species)|dwarves]] on the continent, unless they were raised away from their kin.
===== Fey =====
[[Feyspeak (language)|Feyspeak]] is spoken by the fairies at [[Marcheon]] as well as the humans in Fey Harbor and at [[Garden of the Gods]].
05f12e69648a6b660b4f4c2bdf49f12015d84910
Vorish (language)
0
62
135
2023-11-21T14:21:15Z
Katesquirrel
2
Created page with "'''Note:''' These are for the lore, NOT the Pathfinder games. I am not expecting anybody to learn new fake languages for this. '''This is part of the [[Languages of Voriland]] collection.]] Vorish is the official language of [[Voriland (government)|Voriland]]. It is often spoken by people in addition to their regional language. It is known for having a SOV word order, agglutination, and a complex system of honorifics. == Phonetic inventory == Vorish features sounds re..."
wikitext
text/x-wiki
'''Note:''' These are for the lore, NOT the Pathfinder games. I am not expecting anybody to learn new fake languages for this.
'''This is part of the [[Languages of Voriland]] collection.]]
Vorish is the official language of [[Voriland (government)|Voriland]]. It is often spoken by people in addition to their regional language. It is known for having a SOV word order, agglutination, and a complex system of honorifics.
== Phonetic inventory ==
Vorish features sounds reminiscent of Germanic languages, combined with an agglutinative structure akin to Finnish. Here are some consonant and vowel sounds:
Consonants: /p, t, k, b, d, g, f, v, s, z, ʃ, ʒ, x, h, m, n, ŋ, l, r/
Vowels: /i, ɪ, e, ɛ, a, ɑ, o, u, ʊ/
== Suffixes ==
Agglutination refers to the adding of suffixes (sometimes multiple, oftentimes complicated). One of the principal suffixes denote masculine and feminine.
The base suffixes to denote masculine or feminine are as follows:
* Masculine: ''-stran''
* Feminine: ''-in'''
== Alphabet ==
Vorish uses a runic script. It has specific consonant runes, with vowels represented by diacritics above and below the runes to indicate vowel sounds before and after the rune in question.
Full alphabet coming soon.
===== Pronouns =====
Vorish has a complex amount of honorifics that come into their pronouns. Pronouns are complicated and seem chaotic to people who were not raised in the language.
===== Feminine pronouns =====
I: ''mevia''
We: ''mevinos''
You (informal/familiar): ''yilin''
You (formal/respectful based on status): ''grafalin''
You (formal/respectful based on person): ''yilagin''
You (formal/respectful combining status and person feminine): ''grafalagin''
You (neutral/standard): ''nilanin''
You (plural): ''nilaginin''
They: ''tillin''
===== Masculine pronouns ======
I: ''mevistran''
We: ''mevinstran''
You (informal/familiar): ''yilstran''
You (formal/respectful based on status): ''grafalstran''
You (formal/respectful based on person): ''yilagstran''
You (formal/respectful combining status and person): ''grafalagstran''
You (neutral/standard): ''nilanstran''
You (plural): ''nilaginstran''
They: ''tilstran''
===== Use cases =====
You'd probably use ''vilagstran'' with your grandfather, unless he was also a very important village elder, in which you'd use ''grafalagstran''. If you met a woman in the market and had no idea of her status, you'd use ''nilanin'', unless you eventually learned she was a prominent person, at which time you'd use ''grafalin''. Most couples use ''yilin/yilstran'' with each other, but some high-ranking husbands demand their wives use ''grafalagstran'' with them.
When [[Lida]] meets [[Teo Hillicks|Teo]], he uses ''grafalin'' until she proves herself to him and then he switches to ''grafagin''. They both used ''grafalagstran'' for [[Lynis Ostraug]]. Lida and [[Sella Ri'spar|Sella]] use ''yilin'' with each other.
===== Pronouns as honorifics =====
Sometimes the various second-person pronouns may double as honorifics. Teo occasionally calls Lida "''Grafalin'' Lida" to indicate respect. This would be the equivalent to "Lady Lida".
== Gender and authority ==
Vorish identifies three loose honorifics that are used to denote relationship and authority. They have a variety of words to denote life stages
* ''Lai'' for addressing someone with high respect (similar to "sir or "ma'am").
* ''Vor'' for showing a moderate level of respect or familiarity. This is the general term people use for each other.
* ''Gurk'' to show a lower social status to the speaker. It is largely considered neutral, but some people may use it in a derogatory way. Many parents refer to their children using ''gurk'' to the point that it has become an unofficial term for child.
== Verbs and conjugation ==
All forms of "you" conjugate the same way for simplicity. Here is an example conjugation of ''plenar'' (to speak).
===== Present tense =====
'''First Person Singular (I):''' ''Plenom'' ("I speak")<br>
'''Second Person Singular (You - all forms):''' ''Plenat'' ("You speak")<br>
'''Third Person Singular (He/She/It):''' ''Plenid'' ("He/She/It speaks")<br>
'''First Person Plural (We):''' ''Plenomos'' ("We speak")<br>
'''Second Person Plural (You - plural):''' ''Plenatos'' ("You all speak")<br>
'''Third Person Plural (They):''' ''Plenidos'' ("They speak")<br>
===== Simple past =====
'''First Person Singular (I):''' ''Plenotar'' ("I spoke")<br>
'''Second Person Singular (You):''' ''Plenatar'' ("You spoke")<br>
'''Third Person Singular (He/She/It):''' ''Plenidar'' ("He/She/It spoke")<br>
'''First Person Plural (We):''' ''Plenotamos'' ("We spoke")<br>
'''Second Person Plural (You):''' ''Plenatamos'' ("You all spoke")<br>
'''Third Person Plural (They):''' ''Plenidosar'' ("They spoke")<br>
Additional tenses coming soon.
== Terms for magic ==
Legal magic through [[Praetor (class|praetors]] and [[Medenti (class)|medentis]] is called ''ullius'', while illegal magic is called ''rynsia''. The [[Magisterium]] is known as ''Magistrii''.
===== Schools =====
Elemental magic
* ''[[Pyromancy|Fyrelos]]''
* ''[[Aquamancy|Aqualos]]''
* ''[[Geomancy|Terralos]]''
* ''Voltos'' (electrical or raw force)
* ''[[Violomancy|Nokrun]]''
* ''[[Chloromancy|Floros]]''
* ''[[Atmomancy|Climalos]]''
* ''[[Abjuration|Ryndos]]''
* ''[[Necromancy|Necrolithos]]''
== Psycholinguistic applications ==
===== Gender =====
One of the prominent ways that language reinforces culture in Vorish is through their distinct words for man and woman.
''Kelin'' (root for "woman") evolves into:<br>
''Kesin'' (root for "motherhood").<br>
Different prefixes/suffixes for stages like ''keka'' (girl child), ''tenki'' (teen unmarried girl), ''muna'' (pregnant woman), ''nesin'' (woman with a single child), ''anasin'' (older married woman with no children), and so forth. Sometimes these words are used as their own honorifics; for example, if married villager Nisa is pregnant, she may be addressed as ''Muna'' Nisa.
''Stran'' (root for "man") evolves into:<br>
''Struga'' (root for "soldier").<br>
Different prefixes/suffixes for stages like ''stroka'' (boy child), ''ungin'' (young unmarried adult man), ''tata'' (married man with children), ''yrlin'' (elderly unmarried man), ''verlin'' (elderly married man with adult children), etc. Similar to women, these may also be used as their own honorifics.
See [[Attitudes on sex and gender (Voriland)]] for more information.
== Curses and derogatory terms ==
===== Derogatory terms =====
For [[Dwarf (species)|dwarves]]:
* Gravelkin: ''grolvatrin''
* Stoneheart: ''stenheort''
* Tunnelfucker: ''tynelrum''
For [[Fairy (species)|fairies]]:
* Glitterbug: ''gliterves''
* Wingling: ''vingrum''
For [[Succubus/incubus (species)|succubi/incubi]]:
* Cum-sucker: ''sukrisel''
* Half-demon: ''havdemon''
===== General curse words =====
Used in place of "damn", "fuck", etc.
* ''Drekka''
* ''Kruk''
Used as an adjective
* ''Narvok''
* ''Grintar''
* ''Rytnar''
Used to describe a person
* ''Grunnar''
* ''Skaldirin/Skaldirstran''
Specific case words:
* Used to describe a person of either gender who is engaging in sex outside of marriage (of any age): ''felsin'' (female) or ''felstran'' (male).
* ''Drekka'' can be used to literally describe having sex in a derogatory way -- ''Nilanstran drekkid''.
4da73cf43a204b140db60b9540a9827e5809a7c3
136
135
2023-11-21T14:22:51Z
Katesquirrel
2
wikitext
text/x-wiki
'''Note:''' These are for the lore, NOT the Pathfinder games. I am not expecting anybody to learn new fake languages for this.
'''This is part of the [[Languages in Voriland]] collection.
Vorish is the official language of [[Voriland (government)|Voriland]]. It is often spoken by people in addition to their regional language. It is known for having a SOV word order, agglutination, and a complex system of honorifics.
== Phonetic inventory ==
Vorish features sounds reminiscent of Germanic languages, combined with an agglutinative structure akin to Finnish. Here are some consonant and vowel sounds:
Consonants: /p, t, k, b, d, g, f, v, s, z, ʃ, ʒ, x, h, m, n, ŋ, l, r/
Vowels: /i, ɪ, e, ɛ, a, ɑ, o, u, ʊ/
== Suffixes ==
Agglutination refers to the adding of suffixes (sometimes multiple, oftentimes complicated). One of the principal suffixes denote masculine and feminine.
The base suffixes to denote masculine or feminine are as follows:
* Masculine: ''-stran''
* Feminine: ''-in'''
== Alphabet ==
Vorish uses a runic script. It has specific consonant runes, with vowels represented by diacritics above and below the runes to indicate vowel sounds before and after the rune in question.
Full alphabet coming soon.
===== Pronouns =====
Vorish has a complex amount of honorifics that come into their pronouns. Pronouns are complicated and seem chaotic to people who were not raised in the language.
===== Feminine pronouns =====
I: ''mevia''
We: ''mevinos''
You (informal/familiar): ''yilin''
You (formal/respectful based on status): ''grafalin''
You (formal/respectful based on person): ''yilagin''
You (formal/respectful combining status and person feminine): ''grafalagin''
You (neutral/standard): ''nilanin''
You (plural): ''nilaginin''
They: ''tillin''
===== Masculine pronouns ======
I: ''mevistran''
We: ''mevinstran''
You (informal/familiar): ''yilstran''
You (formal/respectful based on status): ''grafalstran''
You (formal/respectful based on person): ''yilagstran''
You (formal/respectful combining status and person): ''grafalagstran''
You (neutral/standard): ''nilanstran''
You (plural): ''nilaginstran''
They: ''tilstran''
===== Use cases =====
You'd probably use ''vilagstran'' with your grandfather, unless he was also a very important village elder, in which you'd use ''grafalagstran''. If you met a woman in the market and had no idea of her status, you'd use ''nilanin'', unless you eventually learned she was a prominent person, at which time you'd use ''grafalin''. Most couples use ''yilin/yilstran'' with each other, but some high-ranking husbands demand their wives use ''grafalagstran'' with them.
When [[Lida]] meets [[Teo Hillicks|Teo]], he uses ''grafalin'' until she proves herself to him and then he switches to ''grafagin''. They both used ''grafalagstran'' for [[Lynis Ostraug]]. Lida and [[Sella Ri'spar|Sella]] use ''yilin'' with each other.
===== Pronouns as honorifics =====
Sometimes the various second-person pronouns may double as honorifics. Teo occasionally calls Lida "''Grafalin'' Lida" to indicate respect. This would be the equivalent to "Lady Lida".
== Gender and authority ==
Vorish identifies three loose honorifics that are used to denote relationship and authority. They have a variety of words to denote life stages
* ''Lai'' for addressing someone with high respect (similar to "sir or "ma'am").
* ''Vor'' for showing a moderate level of respect or familiarity. This is the general term people use for each other.
* ''Gurk'' to show a lower social status to the speaker. It is largely considered neutral, but some people may use it in a derogatory way. Many parents refer to their children using ''gurk'' to the point that it has become an unofficial term for child.
== Verbs and conjugation ==
All forms of "you" conjugate the same way for simplicity. Here is an example conjugation of ''plenar'' (to speak).
===== Present tense =====
'''First Person Singular (I):''' ''Plenom'' ("I speak")<br>
'''Second Person Singular (You - all forms):''' ''Plenat'' ("You speak")<br>
'''Third Person Singular (He/She/It):''' ''Plenid'' ("He/She/It speaks")<br>
'''First Person Plural (We):''' ''Plenomos'' ("We speak")<br>
'''Second Person Plural (You - plural):''' ''Plenatos'' ("You all speak")<br>
'''Third Person Plural (They):''' ''Plenidos'' ("They speak")<br>
===== Simple past =====
'''First Person Singular (I):''' ''Plenotar'' ("I spoke")<br>
'''Second Person Singular (You):''' ''Plenatar'' ("You spoke")<br>
'''Third Person Singular (He/She/It):''' ''Plenidar'' ("He/She/It spoke")<br>
'''First Person Plural (We):''' ''Plenotamos'' ("We spoke")<br>
'''Second Person Plural (You):''' ''Plenatamos'' ("You all spoke")<br>
'''Third Person Plural (They):''' ''Plenidosar'' ("They spoke")<br>
Additional tenses coming soon.
== Terms for magic ==
Legal magic through [[Praetor (class|praetors]] and [[Medenti (class)|medentis]] is called ''ullius'', while illegal magic is called ''rynsia''. The [[Magisterium]] is known as ''Magistrii''.
===== Schools =====
Elemental magic
* ''[[Pyromancy|Fyrelos]]''
* ''[[Aquamancy|Aqualos]]''
* ''[[Geomancy|Terralos]]''
* ''Voltos'' (electrical or raw force)
* ''[[Violomancy|Nokrun]]''
* ''[[Chloromancy|Floros]]''
* ''[[Atmomancy|Climalos]]''
* ''[[Abjuration|Ryndos]]''
* ''[[Necromancy|Necrolithos]]''
== Psycholinguistic applications ==
===== Gender =====
One of the prominent ways that language reinforces culture in Vorish is through their distinct words for man and woman.
''Kelin'' (root for "woman") evolves into:<br>
''Kesin'' (root for "motherhood").<br>
Different prefixes/suffixes for stages like ''keka'' (girl child), ''tenki'' (teen unmarried girl), ''muna'' (pregnant woman), ''nesin'' (woman with a single child), ''anasin'' (older married woman with no children), and so forth. Sometimes these words are used as their own honorifics; for example, if married villager Nisa is pregnant, she may be addressed as ''Muna'' Nisa.
''Stran'' (root for "man") evolves into:<br>
''Struga'' (root for "soldier").<br>
Different prefixes/suffixes for stages like ''stroka'' (boy child), ''ungin'' (young unmarried adult man), ''tata'' (married man with children), ''yrlin'' (elderly unmarried man), ''verlin'' (elderly married man with adult children), etc. Similar to women, these may also be used as their own honorifics.
See [[Attitudes on sex and gender (Voriland)]] for more information.
== Curses and derogatory terms ==
===== Derogatory terms =====
For [[Dwarf (species)|dwarves]]:
* Gravelkin: ''grolvatrin''
* Stoneheart: ''stenheort''
* Tunnelfucker: ''tynelrum''
For [[Fairy (species)|fairies]]:
* Glitterbug: ''gliterves''
* Wingling: ''vingrum''
For [[Succubus/incubus (species)|succubi/incubi]]:
* Cum-sucker: ''sukrisel''
* Half-demon: ''havdemon''
===== General curse words =====
Used in place of "damn", "fuck", etc.
* ''Drekka''
* ''Kruk''
Used as an adjective
* ''Narvok''
* ''Grintar''
* ''Rytnar''
Used to describe a person
* ''Grunnar''
* ''Skaldirin/Skaldirstran''
Specific case words:
* Used to describe a person of either gender who is engaging in sex outside of marriage (of any age): ''felsin'' (female) or ''felstran'' (male).
* ''Drekka'' can be used to literally describe having sex in a derogatory way -- ''Nilanstran drekkid''.
5db72610f83df89e54ce6c41e26234efdd5a8a24
137
136
2023-11-21T14:23:10Z
Katesquirrel
2
wikitext
text/x-wiki
'''Note:''' These are for the lore, NOT the Pathfinder games. I am not expecting anybody to learn new fake languages for this.
'''This is part of the [[Languages in Voriland]] collection.
Vorish is the official language of [[Voriland (government)|Voriland]]. It is often spoken by people in addition to their regional language. It is known for having a SOV word order, agglutination, and a complex system of honorifics.
== Phonetic inventory ==
Vorish features sounds reminiscent of Germanic languages, combined with an agglutinative structure akin to Finnish. Here are some consonant and vowel sounds:
Consonants: /p, t, k, b, d, g, f, v, s, z, ʃ, ʒ, x, h, m, n, ŋ, l, r/<br>
Vowels: /i, ɪ, e, ɛ, a, ɑ, o, u, ʊ/
== Suffixes ==
Agglutination refers to the adding of suffixes (sometimes multiple, oftentimes complicated). One of the principal suffixes denote masculine and feminine.
The base suffixes to denote masculine or feminine are as follows:
* Masculine: ''-stran''
* Feminine: ''-in'''
== Alphabet ==
Vorish uses a runic script. It has specific consonant runes, with vowels represented by diacritics above and below the runes to indicate vowel sounds before and after the rune in question.
Full alphabet coming soon.
===== Pronouns =====
Vorish has a complex amount of honorifics that come into their pronouns. Pronouns are complicated and seem chaotic to people who were not raised in the language.
===== Feminine pronouns =====
I: ''mevia''
We: ''mevinos''
You (informal/familiar): ''yilin''
You (formal/respectful based on status): ''grafalin''
You (formal/respectful based on person): ''yilagin''
You (formal/respectful combining status and person feminine): ''grafalagin''
You (neutral/standard): ''nilanin''
You (plural): ''nilaginin''
They: ''tillin''
===== Masculine pronouns ======
I: ''mevistran''
We: ''mevinstran''
You (informal/familiar): ''yilstran''
You (formal/respectful based on status): ''grafalstran''
You (formal/respectful based on person): ''yilagstran''
You (formal/respectful combining status and person): ''grafalagstran''
You (neutral/standard): ''nilanstran''
You (plural): ''nilaginstran''
They: ''tilstran''
===== Use cases =====
You'd probably use ''vilagstran'' with your grandfather, unless he was also a very important village elder, in which you'd use ''grafalagstran''. If you met a woman in the market and had no idea of her status, you'd use ''nilanin'', unless you eventually learned she was a prominent person, at which time you'd use ''grafalin''. Most couples use ''yilin/yilstran'' with each other, but some high-ranking husbands demand their wives use ''grafalagstran'' with them.
When [[Lida]] meets [[Teo Hillicks|Teo]], he uses ''grafalin'' until she proves herself to him and then he switches to ''grafagin''. They both used ''grafalagstran'' for [[Lynis Ostraug]]. Lida and [[Sella Ri'spar|Sella]] use ''yilin'' with each other.
===== Pronouns as honorifics =====
Sometimes the various second-person pronouns may double as honorifics. Teo occasionally calls Lida "''Grafalin'' Lida" to indicate respect. This would be the equivalent to "Lady Lida".
== Gender and authority ==
Vorish identifies three loose honorifics that are used to denote relationship and authority. They have a variety of words to denote life stages
* ''Lai'' for addressing someone with high respect (similar to "sir or "ma'am").
* ''Vor'' for showing a moderate level of respect or familiarity. This is the general term people use for each other.
* ''Gurk'' to show a lower social status to the speaker. It is largely considered neutral, but some people may use it in a derogatory way. Many parents refer to their children using ''gurk'' to the point that it has become an unofficial term for child.
== Verbs and conjugation ==
All forms of "you" conjugate the same way for simplicity. Here is an example conjugation of ''plenar'' (to speak).
===== Present tense =====
'''First Person Singular (I):''' ''Plenom'' ("I speak")<br>
'''Second Person Singular (You - all forms):''' ''Plenat'' ("You speak")<br>
'''Third Person Singular (He/She/It):''' ''Plenid'' ("He/She/It speaks")<br>
'''First Person Plural (We):''' ''Plenomos'' ("We speak")<br>
'''Second Person Plural (You - plural):''' ''Plenatos'' ("You all speak")<br>
'''Third Person Plural (They):''' ''Plenidos'' ("They speak")<br>
===== Simple past =====
'''First Person Singular (I):''' ''Plenotar'' ("I spoke")<br>
'''Second Person Singular (You):''' ''Plenatar'' ("You spoke")<br>
'''Third Person Singular (He/She/It):''' ''Plenidar'' ("He/She/It spoke")<br>
'''First Person Plural (We):''' ''Plenotamos'' ("We spoke")<br>
'''Second Person Plural (You):''' ''Plenatamos'' ("You all spoke")<br>
'''Third Person Plural (They):''' ''Plenidosar'' ("They spoke")<br>
Additional tenses coming soon.
== Terms for magic ==
Legal magic through [[Praetor (class|praetors]] and [[Medenti (class)|medentis]] is called ''ullius'', while illegal magic is called ''rynsia''. The [[Magisterium]] is known as ''Magistrii''.
===== Schools =====
Elemental magic
* ''[[Pyromancy|Fyrelos]]''
* ''[[Aquamancy|Aqualos]]''
* ''[[Geomancy|Terralos]]''
* ''Voltos'' (electrical or raw force)
* ''[[Violomancy|Nokrun]]''
* ''[[Chloromancy|Floros]]''
* ''[[Atmomancy|Climalos]]''
* ''[[Abjuration|Ryndos]]''
* ''[[Necromancy|Necrolithos]]''
== Psycholinguistic applications ==
===== Gender =====
One of the prominent ways that language reinforces culture in Vorish is through their distinct words for man and woman.
''Kelin'' (root for "woman") evolves into:<br>
''Kesin'' (root for "motherhood").<br>
Different prefixes/suffixes for stages like ''keka'' (girl child), ''tenki'' (teen unmarried girl), ''muna'' (pregnant woman), ''nesin'' (woman with a single child), ''anasin'' (older married woman with no children), and so forth. Sometimes these words are used as their own honorifics; for example, if married villager Nisa is pregnant, she may be addressed as ''Muna'' Nisa.
''Stran'' (root for "man") evolves into:<br>
''Struga'' (root for "soldier").<br>
Different prefixes/suffixes for stages like ''stroka'' (boy child), ''ungin'' (young unmarried adult man), ''tata'' (married man with children), ''yrlin'' (elderly unmarried man), ''verlin'' (elderly married man with adult children), etc. Similar to women, these may also be used as their own honorifics.
See [[Attitudes on sex and gender (Voriland)]] for more information.
== Curses and derogatory terms ==
===== Derogatory terms =====
For [[Dwarf (species)|dwarves]]:
* Gravelkin: ''grolvatrin''
* Stoneheart: ''stenheort''
* Tunnelfucker: ''tynelrum''
For [[Fairy (species)|fairies]]:
* Glitterbug: ''gliterves''
* Wingling: ''vingrum''
For [[Succubus/incubus (species)|succubi/incubi]]:
* Cum-sucker: ''sukrisel''
* Half-demon: ''havdemon''
===== General curse words =====
Used in place of "damn", "fuck", etc.
* ''Drekka''
* ''Kruk''
Used as an adjective
* ''Narvok''
* ''Grintar''
* ''Rytnar''
Used to describe a person
* ''Grunnar''
* ''Skaldirin/Skaldirstran''
Specific case words:
* Used to describe a person of either gender who is engaging in sex outside of marriage (of any age): ''felsin'' (female) or ''felstran'' (male).
* ''Drekka'' can be used to literally describe having sex in a derogatory way -- ''Nilanstran drekkid''.
00c94d775b5f2c4b216e34e5a8343d6a9e27aa6f
138
137
2023-11-21T14:24:39Z
Katesquirrel
2
/* Curses and derogatory terms */
wikitext
text/x-wiki
'''Note:''' These are for the lore, NOT the Pathfinder games. I am not expecting anybody to learn new fake languages for this.
'''This is part of the [[Languages in Voriland]] collection.
Vorish is the official language of [[Voriland (government)|Voriland]]. It is often spoken by people in addition to their regional language. It is known for having a SOV word order, agglutination, and a complex system of honorifics.
== Phonetic inventory ==
Vorish features sounds reminiscent of Germanic languages, combined with an agglutinative structure akin to Finnish. Here are some consonant and vowel sounds:
Consonants: /p, t, k, b, d, g, f, v, s, z, ʃ, ʒ, x, h, m, n, ŋ, l, r/<br>
Vowels: /i, ɪ, e, ɛ, a, ɑ, o, u, ʊ/
== Suffixes ==
Agglutination refers to the adding of suffixes (sometimes multiple, oftentimes complicated). One of the principal suffixes denote masculine and feminine.
The base suffixes to denote masculine or feminine are as follows:
* Masculine: ''-stran''
* Feminine: ''-in'''
== Alphabet ==
Vorish uses a runic script. It has specific consonant runes, with vowels represented by diacritics above and below the runes to indicate vowel sounds before and after the rune in question.
Full alphabet coming soon.
===== Pronouns =====
Vorish has a complex amount of honorifics that come into their pronouns. Pronouns are complicated and seem chaotic to people who were not raised in the language.
===== Feminine pronouns =====
I: ''mevia''
We: ''mevinos''
You (informal/familiar): ''yilin''
You (formal/respectful based on status): ''grafalin''
You (formal/respectful based on person): ''yilagin''
You (formal/respectful combining status and person feminine): ''grafalagin''
You (neutral/standard): ''nilanin''
You (plural): ''nilaginin''
They: ''tillin''
===== Masculine pronouns ======
I: ''mevistran''
We: ''mevinstran''
You (informal/familiar): ''yilstran''
You (formal/respectful based on status): ''grafalstran''
You (formal/respectful based on person): ''yilagstran''
You (formal/respectful combining status and person): ''grafalagstran''
You (neutral/standard): ''nilanstran''
You (plural): ''nilaginstran''
They: ''tilstran''
===== Use cases =====
You'd probably use ''vilagstran'' with your grandfather, unless he was also a very important village elder, in which you'd use ''grafalagstran''. If you met a woman in the market and had no idea of her status, you'd use ''nilanin'', unless you eventually learned she was a prominent person, at which time you'd use ''grafalin''. Most couples use ''yilin/yilstran'' with each other, but some high-ranking husbands demand their wives use ''grafalagstran'' with them.
When [[Lida]] meets [[Teo Hillicks|Teo]], he uses ''grafalin'' until she proves herself to him and then he switches to ''grafagin''. They both used ''grafalagstran'' for [[Lynis Ostraug]]. Lida and [[Sella Ri'spar|Sella]] use ''yilin'' with each other.
===== Pronouns as honorifics =====
Sometimes the various second-person pronouns may double as honorifics. Teo occasionally calls Lida "''Grafalin'' Lida" to indicate respect. This would be the equivalent to "Lady Lida".
== Gender and authority ==
Vorish identifies three loose honorifics that are used to denote relationship and authority. They have a variety of words to denote life stages
* ''Lai'' for addressing someone with high respect (similar to "sir or "ma'am").
* ''Vor'' for showing a moderate level of respect or familiarity. This is the general term people use for each other.
* ''Gurk'' to show a lower social status to the speaker. It is largely considered neutral, but some people may use it in a derogatory way. Many parents refer to their children using ''gurk'' to the point that it has become an unofficial term for child.
== Verbs and conjugation ==
All forms of "you" conjugate the same way for simplicity. Here is an example conjugation of ''plenar'' (to speak).
===== Present tense =====
'''First Person Singular (I):''' ''Plenom'' ("I speak")<br>
'''Second Person Singular (You - all forms):''' ''Plenat'' ("You speak")<br>
'''Third Person Singular (He/She/It):''' ''Plenid'' ("He/She/It speaks")<br>
'''First Person Plural (We):''' ''Plenomos'' ("We speak")<br>
'''Second Person Plural (You - plural):''' ''Plenatos'' ("You all speak")<br>
'''Third Person Plural (They):''' ''Plenidos'' ("They speak")<br>
===== Simple past =====
'''First Person Singular (I):''' ''Plenotar'' ("I spoke")<br>
'''Second Person Singular (You):''' ''Plenatar'' ("You spoke")<br>
'''Third Person Singular (He/She/It):''' ''Plenidar'' ("He/She/It spoke")<br>
'''First Person Plural (We):''' ''Plenotamos'' ("We spoke")<br>
'''Second Person Plural (You):''' ''Plenatamos'' ("You all spoke")<br>
'''Third Person Plural (They):''' ''Plenidosar'' ("They spoke")<br>
Additional tenses coming soon.
== Terms for magic ==
Legal magic through [[Praetor (class|praetors]] and [[Medenti (class)|medentis]] is called ''ullius'', while illegal magic is called ''rynsia''. The [[Magisterium]] is known as ''Magistrii''.
===== Schools =====
Elemental magic
* ''[[Pyromancy|Fyrelos]]''
* ''[[Aquamancy|Aqualos]]''
* ''[[Geomancy|Terralos]]''
* ''Voltos'' (electrical or raw force)
* ''[[Violomancy|Nokrun]]''
* ''[[Chloromancy|Floros]]''
* ''[[Atmomancy|Climalos]]''
* ''[[Abjuration|Ryndos]]''
* ''[[Necromancy|Necrolithos]]''
== Psycholinguistic applications ==
===== Gender =====
One of the prominent ways that language reinforces culture in Vorish is through their distinct words for man and woman.
''Kelin'' (root for "woman") evolves into:<br>
''Kesin'' (root for "motherhood").<br>
Different prefixes/suffixes for stages like ''keka'' (girl child), ''tenki'' (teen unmarried girl), ''muna'' (pregnant woman), ''nesin'' (woman with a single child), ''anasin'' (older married woman with no children), and so forth. Sometimes these words are used as their own honorifics; for example, if married villager Nisa is pregnant, she may be addressed as ''Muna'' Nisa.
''Stran'' (root for "man") evolves into:<br>
''Struga'' (root for "soldier").<br>
Different prefixes/suffixes for stages like ''stroka'' (boy child), ''ungin'' (young unmarried adult man), ''tata'' (married man with children), ''yrlin'' (elderly unmarried man), ''verlin'' (elderly married man with adult children), etc. Similar to women, these may also be used as their own honorifics.
See [[Attitudes on sex and gender (Voriland)]] for more information.
== Curses and derogatory terms ==
===== Derogatory terms =====
For [[Dwarf (species)|dwarves]]:
* Gravelkin: ''grolvatrin''
* Stoneheart: ''stenheort''
* Tunnelfucker: ''tynelrum''
For [[Fairy (species)|fairies]]:
* Glitterbug: ''gliterves''
* Wingling: ''vingrum''
For [[Succubus/incubus (species/class)|succubi/incubi]]:
* Cum-sucker: ''sukrisel''
* Half-demon: ''havdemon''
===== General curse words =====
Used in place of "damn", "fuck", etc.
* ''Drekka''
* ''Kruk''
Used as an adjective
* ''Narvok''
* ''Grintar''
* ''Rytnar''
Used to describe a person
* ''Grunnar''
* ''Skaldirin/Skaldirstran''
Specific case words:
* Used to describe a person of either gender who is engaging in sex outside of marriage (of any age): ''felsin'' (female) or ''felstran'' (male).
* ''Drekka'' can be used to literally describe having sex in a derogatory way -- ''Nilanstran drekkid''.
d41bbefadcde0948a58cb2a8e6fe09d2523a193e
139
138
2023-11-21T14:25:47Z
Katesquirrel
2
/* Alphabet */
wikitext
text/x-wiki
'''Note:''' These are for the lore, NOT the Pathfinder games. I am not expecting anybody to learn new fake languages for this.
'''This is part of the [[Languages in Voriland]] collection.
Vorish is the official language of [[Voriland (government)|Voriland]]. It is often spoken by people in addition to their regional language. It is known for having a SOV word order, agglutination, and a complex system of honorifics.
== Phonetic inventory ==
Vorish features sounds reminiscent of Germanic languages, combined with an agglutinative structure akin to Finnish. Here are some consonant and vowel sounds:
Consonants: /p, t, k, b, d, g, f, v, s, z, ʃ, ʒ, x, h, m, n, ŋ, l, r/<br>
Vowels: /i, ɪ, e, ɛ, a, ɑ, o, u, ʊ/
== Suffixes ==
Agglutination refers to the adding of suffixes (sometimes multiple, oftentimes complicated). One of the principal suffixes denote masculine and feminine.
The base suffixes to denote masculine or feminine are as follows:
* Masculine: ''-stran''
* Feminine: ''-in'''
== Alphabet ==
Vorish uses a runic script. It has specific consonant runes, with vowels represented by diacritics above and below the runes to indicate vowel sounds before and after the rune in question.
Full alphabet coming soon.
== Pronouns ==
Vorish has a complex amount of honorifics that come into their pronouns. Pronouns are complicated and seem chaotic to people who were not raised in the language.
===== Feminine pronouns =====
I: ''mevia''<br>
We: ''mevinos''<br>
You (informal/familiar): ''yilin''<br>
You (formal/respectful based on status): ''grafalin''<br>
You (formal/respectful based on person): ''yilagin''<br>
You (formal/respectful combining status and person feminine): ''grafalagin''<br>
You (neutral/standard): ''nilanin''<br>
You (plural): ''nilaginin''<br>
They: ''tillin''<br>
===== Masculine pronouns ======
I: ''mevistran''<br>
We: ''mevinstran''<br>
You (informal/familiar): ''yilstran''<br>
You (formal/respectful based on status): ''grafalstran''<br>
You (formal/respectful based on person): ''yilagstran''<br>
You (formal/respectful combining status and person): ''grafalagstran''<br>
You (neutral/standard): ''nilanstran''<br>
You (plural): ''nilaginstran''<br>
They: ''tilstran''<br>
===== Use cases =====
You'd probably use ''vilagstran'' with your grandfather, unless he was also a very important village elder, in which you'd use ''grafalagstran''. If you met a woman in the market and had no idea of her status, you'd use ''nilanin'', unless you eventually learned she was a prominent person, at which time you'd use ''grafalin''. Most couples use ''yilin/yilstran'' with each other, but some high-ranking husbands demand their wives use ''grafalagstran'' with them.
When [[Lida]] meets [[Teo Hillicks|Teo]], he uses ''grafalin'' until she proves herself to him and then he switches to ''grafagin''. They both used ''grafalagstran'' for [[Lynis Ostraug]]. Lida and [[Sella Ri'spar|Sella]] use ''yilin'' with each other.
===== Pronouns as honorifics =====
Sometimes the various second-person pronouns may double as honorifics. Teo occasionally calls Lida "''Grafalin'' Lida" to indicate respect. This would be the equivalent to "Lady Lida".
== Gender and authority ==
Vorish identifies three loose honorifics that are used to denote relationship and authority. They have a variety of words to denote life stages
* ''Lai'' for addressing someone with high respect (similar to "sir or "ma'am").
* ''Vor'' for showing a moderate level of respect or familiarity. This is the general term people use for each other.
* ''Gurk'' to show a lower social status to the speaker. It is largely considered neutral, but some people may use it in a derogatory way. Many parents refer to their children using ''gurk'' to the point that it has become an unofficial term for child.
== Verbs and conjugation ==
All forms of "you" conjugate the same way for simplicity. Here is an example conjugation of ''plenar'' (to speak).
===== Present tense =====
'''First Person Singular (I):''' ''Plenom'' ("I speak")<br>
'''Second Person Singular (You - all forms):''' ''Plenat'' ("You speak")<br>
'''Third Person Singular (He/She/It):''' ''Plenid'' ("He/She/It speaks")<br>
'''First Person Plural (We):''' ''Plenomos'' ("We speak")<br>
'''Second Person Plural (You - plural):''' ''Plenatos'' ("You all speak")<br>
'''Third Person Plural (They):''' ''Plenidos'' ("They speak")<br>
===== Simple past =====
'''First Person Singular (I):''' ''Plenotar'' ("I spoke")<br>
'''Second Person Singular (You):''' ''Plenatar'' ("You spoke")<br>
'''Third Person Singular (He/She/It):''' ''Plenidar'' ("He/She/It spoke")<br>
'''First Person Plural (We):''' ''Plenotamos'' ("We spoke")<br>
'''Second Person Plural (You):''' ''Plenatamos'' ("You all spoke")<br>
'''Third Person Plural (They):''' ''Plenidosar'' ("They spoke")<br>
Additional tenses coming soon.
== Terms for magic ==
Legal magic through [[Praetor (class|praetors]] and [[Medenti (class)|medentis]] is called ''ullius'', while illegal magic is called ''rynsia''. The [[Magisterium]] is known as ''Magistrii''.
===== Schools =====
Elemental magic
* ''[[Pyromancy|Fyrelos]]''
* ''[[Aquamancy|Aqualos]]''
* ''[[Geomancy|Terralos]]''
* ''Voltos'' (electrical or raw force)
* ''[[Violomancy|Nokrun]]''
* ''[[Chloromancy|Floros]]''
* ''[[Atmomancy|Climalos]]''
* ''[[Abjuration|Ryndos]]''
* ''[[Necromancy|Necrolithos]]''
== Psycholinguistic applications ==
===== Gender =====
One of the prominent ways that language reinforces culture in Vorish is through their distinct words for man and woman.
''Kelin'' (root for "woman") evolves into:<br>
''Kesin'' (root for "motherhood").<br>
Different prefixes/suffixes for stages like ''keka'' (girl child), ''tenki'' (teen unmarried girl), ''muna'' (pregnant woman), ''nesin'' (woman with a single child), ''anasin'' (older married woman with no children), and so forth. Sometimes these words are used as their own honorifics; for example, if married villager Nisa is pregnant, she may be addressed as ''Muna'' Nisa.
''Stran'' (root for "man") evolves into:<br>
''Struga'' (root for "soldier").<br>
Different prefixes/suffixes for stages like ''stroka'' (boy child), ''ungin'' (young unmarried adult man), ''tata'' (married man with children), ''yrlin'' (elderly unmarried man), ''verlin'' (elderly married man with adult children), etc. Similar to women, these may also be used as their own honorifics.
See [[Attitudes on sex and gender (Voriland)]] for more information.
== Curses and derogatory terms ==
===== Derogatory terms =====
For [[Dwarf (species)|dwarves]]:
* Gravelkin: ''grolvatrin''
* Stoneheart: ''stenheort''
* Tunnelfucker: ''tynelrum''
For [[Fairy (species)|fairies]]:
* Glitterbug: ''gliterves''
* Wingling: ''vingrum''
For [[Succubus/incubus (species/class)|succubi/incubi]]:
* Cum-sucker: ''sukrisel''
* Half-demon: ''havdemon''
===== General curse words =====
Used in place of "damn", "fuck", etc.
* ''Drekka''
* ''Kruk''
Used as an adjective
* ''Narvok''
* ''Grintar''
* ''Rytnar''
Used to describe a person
* ''Grunnar''
* ''Skaldirin/Skaldirstran''
Specific case words:
* Used to describe a person of either gender who is engaging in sex outside of marriage (of any age): ''felsin'' (female) or ''felstran'' (male).
* ''Drekka'' can be used to literally describe having sex in a derogatory way -- ''Nilanstran drekkid''.
2cebe8a24921866148e85d46348be2c38fc1c6d0
144
139
2023-11-22T04:44:43Z
Katesquirrel
2
/* Use cases */
wikitext
text/x-wiki
'''Note:''' These are for the lore, NOT the Pathfinder games. I am not expecting anybody to learn new fake languages for this.
'''This is part of the [[Languages in Voriland]] collection.
Vorish is the official language of [[Voriland (government)|Voriland]]. It is often spoken by people in addition to their regional language. It is known for having a SOV word order, agglutination, and a complex system of honorifics.
== Phonetic inventory ==
Vorish features sounds reminiscent of Germanic languages, combined with an agglutinative structure akin to Finnish. Here are some consonant and vowel sounds:
Consonants: /p, t, k, b, d, g, f, v, s, z, ʃ, ʒ, x, h, m, n, ŋ, l, r/<br>
Vowels: /i, ɪ, e, ɛ, a, ɑ, o, u, ʊ/
== Suffixes ==
Agglutination refers to the adding of suffixes (sometimes multiple, oftentimes complicated). One of the principal suffixes denote masculine and feminine.
The base suffixes to denote masculine or feminine are as follows:
* Masculine: ''-stran''
* Feminine: ''-in'''
== Alphabet ==
Vorish uses a runic script. It has specific consonant runes, with vowels represented by diacritics above and below the runes to indicate vowel sounds before and after the rune in question.
Full alphabet coming soon.
== Pronouns ==
Vorish has a complex amount of honorifics that come into their pronouns. Pronouns are complicated and seem chaotic to people who were not raised in the language.
===== Feminine pronouns =====
I: ''mevia''<br>
We: ''mevinos''<br>
You (informal/familiar): ''yilin''<br>
You (formal/respectful based on status): ''grafalin''<br>
You (formal/respectful based on person): ''yilagin''<br>
You (formal/respectful combining status and person feminine): ''grafalagin''<br>
You (neutral/standard): ''nilanin''<br>
You (plural): ''nilaginin''<br>
They: ''tillin''<br>
===== Masculine pronouns ======
I: ''mevistran''<br>
We: ''mevinstran''<br>
You (informal/familiar): ''yilstran''<br>
You (formal/respectful based on status): ''grafalstran''<br>
You (formal/respectful based on person): ''yilagstran''<br>
You (formal/respectful combining status and person): ''grafalagstran''<br>
You (neutral/standard): ''nilanstran''<br>
You (plural): ''nilaginstran''<br>
They: ''tilstran''<br>
===== Use cases =====
You'd probably use ''vilagstran'' with your grandfather, unless he was also a very important village elder, in which you'd use ''grafalagstran''. If you met a woman in the market and had no idea of her status, you'd use ''nilanin'', unless you eventually learned she was a prominent person, at which time you'd use ''grafalin''. Most couples use ''yilin/yilstran'' with each other, but some high-ranking husbands demand their wives use ''grafalagstran'' with them.
When [[Lida]] meets [[Teo Hillicks|Teo]], he uses ''grafalin'' until she proves herself to him and then he switches to ''grafalagin''. They both used ''grafalagstran'' for [[Lynis Ostraug]]. Lida and [[Sella Ri'spar|Sella]] use ''yilin'' with each other.
===== Pronouns as honorifics =====
Sometimes the various second-person pronouns may double as honorifics. Teo occasionally calls Lida "''Grafalin'' Lida" to indicate respect. This would be the equivalent to "Lady Lida".
== Gender and authority ==
Vorish identifies three loose honorifics that are used to denote relationship and authority. They have a variety of words to denote life stages
* ''Lai'' for addressing someone with high respect (similar to "sir or "ma'am").
* ''Vor'' for showing a moderate level of respect or familiarity. This is the general term people use for each other.
* ''Gurk'' to show a lower social status to the speaker. It is largely considered neutral, but some people may use it in a derogatory way. Many parents refer to their children using ''gurk'' to the point that it has become an unofficial term for child.
== Verbs and conjugation ==
All forms of "you" conjugate the same way for simplicity. Here is an example conjugation of ''plenar'' (to speak).
===== Present tense =====
'''First Person Singular (I):''' ''Plenom'' ("I speak")<br>
'''Second Person Singular (You - all forms):''' ''Plenat'' ("You speak")<br>
'''Third Person Singular (He/She/It):''' ''Plenid'' ("He/She/It speaks")<br>
'''First Person Plural (We):''' ''Plenomos'' ("We speak")<br>
'''Second Person Plural (You - plural):''' ''Plenatos'' ("You all speak")<br>
'''Third Person Plural (They):''' ''Plenidos'' ("They speak")<br>
===== Simple past =====
'''First Person Singular (I):''' ''Plenotar'' ("I spoke")<br>
'''Second Person Singular (You):''' ''Plenatar'' ("You spoke")<br>
'''Third Person Singular (He/She/It):''' ''Plenidar'' ("He/She/It spoke")<br>
'''First Person Plural (We):''' ''Plenotamos'' ("We spoke")<br>
'''Second Person Plural (You):''' ''Plenatamos'' ("You all spoke")<br>
'''Third Person Plural (They):''' ''Plenidosar'' ("They spoke")<br>
Additional tenses coming soon.
== Terms for magic ==
Legal magic through [[Praetor (class|praetors]] and [[Medenti (class)|medentis]] is called ''ullius'', while illegal magic is called ''rynsia''. The [[Magisterium]] is known as ''Magistrii''.
===== Schools =====
Elemental magic
* ''[[Pyromancy|Fyrelos]]''
* ''[[Aquamancy|Aqualos]]''
* ''[[Geomancy|Terralos]]''
* ''Voltos'' (electrical or raw force)
* ''[[Violomancy|Nokrun]]''
* ''[[Chloromancy|Floros]]''
* ''[[Atmomancy|Climalos]]''
* ''[[Abjuration|Ryndos]]''
* ''[[Necromancy|Necrolithos]]''
== Psycholinguistic applications ==
===== Gender =====
One of the prominent ways that language reinforces culture in Vorish is through their distinct words for man and woman.
''Kelin'' (root for "woman") evolves into:<br>
''Kesin'' (root for "motherhood").<br>
Different prefixes/suffixes for stages like ''keka'' (girl child), ''tenki'' (teen unmarried girl), ''muna'' (pregnant woman), ''nesin'' (woman with a single child), ''anasin'' (older married woman with no children), and so forth. Sometimes these words are used as their own honorifics; for example, if married villager Nisa is pregnant, she may be addressed as ''Muna'' Nisa.
''Stran'' (root for "man") evolves into:<br>
''Struga'' (root for "soldier").<br>
Different prefixes/suffixes for stages like ''stroka'' (boy child), ''ungin'' (young unmarried adult man), ''tata'' (married man with children), ''yrlin'' (elderly unmarried man), ''verlin'' (elderly married man with adult children), etc. Similar to women, these may also be used as their own honorifics.
See [[Attitudes on sex and gender (Voriland)]] for more information.
== Curses and derogatory terms ==
===== Derogatory terms =====
For [[Dwarf (species)|dwarves]]:
* Gravelkin: ''grolvatrin''
* Stoneheart: ''stenheort''
* Tunnelfucker: ''tynelrum''
For [[Fairy (species)|fairies]]:
* Glitterbug: ''gliterves''
* Wingling: ''vingrum''
For [[Succubus/incubus (species/class)|succubi/incubi]]:
* Cum-sucker: ''sukrisel''
* Half-demon: ''havdemon''
===== General curse words =====
Used in place of "damn", "fuck", etc.
* ''Drekka''
* ''Kruk''
Used as an adjective
* ''Narvok''
* ''Grintar''
* ''Rytnar''
Used to describe a person
* ''Grunnar''
* ''Skaldirin/Skaldirstran''
Specific case words:
* Used to describe a person of either gender who is engaging in sex outside of marriage (of any age): ''felsin'' (female) or ''felstran'' (male).
* ''Drekka'' can be used to literally describe having sex in a derogatory way -- ''Nilanstran drekkid''.
ac2ac582e9e6efd7c13359f1d54d3f23690df4a1
Sule
0
63
142
2023-11-21T19:23:03Z
Katesquirrel
2
Created page with "Sule, known pejoratively as "Swampcamp", is a large village partially built on stilts over the largest of the [[Murky Lakes]]. It is known for its persistent smell of damp, very high humidity, and disease-carrying insects. People raised in Sule often find the smell comforting, but outsiders who arrive find it offensive. == History == Sule was settled in response to several needs. One was for [[Talamor mud|talamor mud]], which has been used in the construction of their b..."
wikitext
text/x-wiki
Sule, known pejoratively as "Swampcamp", is a large village partially built on stilts over the largest of the [[Murky Lakes]]. It is known for its persistent smell of damp, very high humidity, and disease-carrying insects. People raised in Sule often find the smell comforting, but outsiders who arrive find it offensive.
== History ==
Sule was settled in response to several needs. One was for [[Talamor mud|talamor mud]], which has been used in the construction of their buildings for generations. They also fish [[Inslara fish|inslara]], a delicacy in [[Freespeak]] and [[Levania]] when dried, and dredge up chunks of [[Saladmium (mineral)|saladmium]], a mineral used as pigment in vibrant green paints.
They used to have their own dialect of Levanian which has since died out.
98a2c1d147f391623a7400562ac18f277ec4309b
Chloromancy
0
52
143
100
2023-11-22T04:15:46Z
2600:1700:C120:E0C0:B1F6:864F:6A2D:8CD
0
/* Apria Valak */
wikitext
text/x-wiki
''For more information on [[Magic use in Voriland]], see the associated pages.''
Chloromancy is a loose school of magic involving plants. It is generally not associated with the [[Magisterium|violet eyes trait]] and is thus largely an [[Magic use in Voriland|illegal magic]].
== Understanding chloromancy ==
===== Basics =====
Chloromancy typically involves a close relationship with plants, which is expressed in basic intuitive understanding and communication with them, ability to make them grow quickly, and a variety of offensive magic that involves plants, such as ''Tanglefoot.'' Many have rather intelligent animal familiars that they have close bonds with and can communicate with.
===== Relationship to other schools of magic =====
Many chloromancers also have some proficiency with [[Atmomancy|atmomancy]] and other [[Elemental magic|elemental magic]], but this is not always the case.
Typically, chloromancers can only ''Wild Shape'' if they have some remote [[Succubus/incubus (species)|succubi/incubi]] heritage, as this is a separate kind of magic that involves changing form. Innate healing (''Heal'', etc.) is also not typically a chloromancy skill but many have mastered it due to their intense compassion for people.
===== Chloromancer roles =====
In [[Country of Voriland|Voriland]], many chloromancers eek out a meager living as village herbalists or wise-women, hiding their innate magic as trained skill. Some may work as gardeners or in nurseries in larger towns.
In [[Levania]], where magic use is encouraged, they may hold a wider variety of roles, including as ecologists, landscapers and landscape artists, researchers, and educators. In Levania at [[Trenis Lake]] and [[Alicka Island]], two plant research facilities have been created, one focusing on pomology (study and cultivation of fruits) and one focusing on chloropathology (plant diseases).
== Creating a Pathfinder chloromancer ==
===== Basics =====
Chloromancers are essentially Druids of the Leaf Order in Pathfinder, with a few subtle exceptions, as outlined below.
'''Race/species limitations:''' None. This school of magic is open to anyone.<br>
'''Suggested backgrounds:''' Animal Whisperer, Cook, Crystal Healer, Dendrologist, Farmhand, Farmsteader, Herbalist, Hermit (Nature), Nomad, Plant Whisperer, Root Worker, Scholar (Nature)<br>
'''Suggested dedications:''' Familiar Master, Geomancer, Herbalist, Thaumaturge
I am strongly considering Vorish-based chloromancers have the ''Cryptic Spell'' ability by default.
===== Limitations =====
Due to the way the world works, certain things have been limited. Broad limitations affecting backgrounds and feats are listed on the main page for Vorish magic, but ones specific to the chloromancer are here.
Chloromancers in this world cannot contact fey (as the feywilds don't exist and [[Fairy (species)|fey]] are species of their own city-state). They also cannot transform into trees and plants themselves.
'''Class feat limitations:''' Fey Caller, Healing Transformation, Pesh Skin, Plant Shape, Verdant Metamorphosis<br>
'''Spell limitations:''' See the [[Primal magic rules (Pathfinder)|primal magic list]] for what is not allowed or limited.
== Example chloromancers ==
===== Notation =====
Pathfinder symbols do not transfer well to this wiki. As such, I have substituted the following symbols:
*『』is a reaction.
* ¤¹ requires one action.
* ¤² requires two actions.
* ¤³ requires three actions.
===== Apria Valak =====
[[Apria Valak]] is a human chloromancer subsisting as a healer herbalist at [[Leita's Cross]]. She is also a spy for the Levanian government, has a cat [[Mr. Tummus]] as her familiar/animal companion, and speaks [[Dwarven (language)|Dwarven]] because her friend [[Haran Quickleaf]] is a [[Dwarf (species)|Dwarf]]. I have represented her here as a level 14 Druid of the Leaf Order with the Herbalist dedication.
''Neutral Good, Medium, Human, Versatile Heritage, Druid 14''<br>
'''Perception:''' +23<br>
'''Languages:''' Druidic, Dwarven, Levanian, Vorish<br>
'''Skills:''' Acrobatics +16, Arcana +20, Athletics, +14, Crafting +20, Deception +22, Diplomacy, +22, Lore: Herbalism +24, Nature +25, Occultism +20, Society +20, Stealth +18, Survival +21<br>
'''Str''' +0, '''Dex''' +2, '''Con''' +1, '''Int''' +4, '''Wis''' +5, '''Cha''' +4<br>
'''Items:''' Mage Armor (Heightened 6th)<br>
'''AC''' 32; '''Fort''' +20, '''Ref''' +21, '''Will:'''+26; ''Resolve'' Successes upgraded to critical successes for will saves.<br>
'''HP''' 134, '''Resistances''' poison 7<br>
'''Shield Block''' 『』'''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Speed''' 25 feet<br>
'''Melee''' Scrollstaff +18 (Two-Hand d8, Magical Transmutation), '''Damage''' 1d4+2 bludgeoning<br>
'''Cryptic Spell ¤¹''' (Concentration, Manipulate, Metamagic) '''Requirements''' You're in natural terrain. You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, attempt a Nature check against all observers' Perception DCs. If you succeed at your check against an observer's Perception DC, that observer doesn't notice that you're Casting a Spell, even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead hidden in the natural sights and sounds of the environment. This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.<br>
'''Primal Prepared Spells''' DC 33, attack +23; '''7th''' ''Pollen Pods, Wall of Thorns (H+4), Alarm (H+6);'' '''7th''' ''Soothing Blossoms (H+3), Rose's Thorns, Lignify;'' '''5th''' ''Entwined Roots, Plant Form, Speak with Plants (H+1);'' '''4th''' ''Murderous Vine, Speak with Plants, Petal Storm;'' '''3rd''' ''Familar's Face, Lotus Walk, Wall of Thorns;'' '''2nd''' ''Entangle, Barkskin, Detect Poison (H+1);'' '''1st''' ''Create Water, Protector Tree, Wall of Shrubs;'' '''Cantrips''' ''Draw Moisture, Protect Companion, Root Reading, Tanglefoot, Tangle Vine, Tame''<br>
'''Arcane Innate Spells''' DC 32, attack +22; '''Cantrips''' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Bonded Animal, Call of the Wild, Clever Improviser, Cooperative Nature, Discreet Inquiry, Expert Herbalism, Forager, Fresh Ingredients, Green Empathy, Herbalist Dedication, Hobnobber, Leshy Familiar†, Master of Apprentice, Natural Medicine, Poison Resistance, Poultice Preparation, Predict Weather, Sense Allies, Spirit Speaker, Tame Animal, Unmistakable Lore, Untrained Improvisation''<br>
'''Additional Specials''' ''Anathema, Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Wild Empathy''
†Though she could construct a Leshy Familiar she chooses not to.
===== Stassa Bruckers =====
[[Stassa Bruckers]] is another example of chloromancy at a much lower level with much different presentation. She is represented at level 4, because though she is gifted she's also only thirteen. She is Apria's unofficial apprentice. Due to the trauma she has experienced, her magic is more chaotic and she has the Cathartic Mage dedication with the misery emotion, which comes out when she is overwhelmed. Her magic is also more violent in general. She has the option to get a Leshy Familiar, as all Druids of the Leaf Order do, but does not have one.
''Chaotic Good, Medium, Human, Versatile Heritage, Druid 4''<br>
'''Perception''' +12<br>
'''Languages:''' Dwarven, Levanian, Vorish<br>
'''Skills''' Acrobatics +1, Arcana +8, Athletics +6, Crafting +8, Deception +7, Diplomacy +7, Lore: Farming +8, Nature +12, Survival +10<br>
'''Str''' +0, '''Dex''' +1, '''Con''' +1, '''Int''' +2, '''Wis''' +4, '''Cha''' +1<br>
'''Items''' Mage Armor<br>
'''AC''' 18; '''Fort''' +9, '''Ref''' +7, '''Will''' +12<br>
'''HP''' 44<br>
'''Keep Up Appearances'''『』 '''Trigger''' You are affected by an emotion effect. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.<br>
'''Shield Block'''『』 '''Trigger''' While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.<br>
'''Catharsis: Misery'''『』 '''Trigger''' You gain persistent damage from a foe. '''Effect''' You gain a number of temporary Hit Points equal to your level. They last for 1 minute. You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. '''Spell''' ''Phantom Pain'' '''Penalty''' You take an untyped penalty to any damage you would deal with any spell you cast until you Settle Emotions. The penalty is –1 per spell level.<br>
'''Speed''' 25 feet<br>
'''Melee''' Flyssa +1 (Agile, Finesse, Versatile P), '''Damage''' 1d6 slashing<br>
'''Primal Known Spells''' DC 17, attack +7; '''Cantrips''' ''Slashing Gust''<br>
'''Primal Prepared Spells''' DC 20, attack +10; '''2nd''' ''Boneshaker, Entangle, Heal (H+1);'' '''1st''' ''Briny Bolt, Airburst, Flourishing Flora;'' '''Cantrips''' ''Approximate, Root Reading, Timber, Healing Plaster, Stabilize''<br>
'''Arcane Innate Spells''' DC 17, attack +7; '''Cantrips'' ''Detect Magic''<br>
'''Focus Spells''' (2 points) '''Goodberry ¤² Range''' touch; '''Targets''' 1 ripe berry '''Duration''' 10 minutes; You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. '''Heightened (+1)''' You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.<br>
'''Additional Feats''' ''Alchemical Crafting, Arcane Sense, Assurance, Cathartic Mage Dedication, Leshy Familiar, Natural Medicine, Specialty Crafting, Woodland Stride''<br>
'''Additional Specials''' ''Anathema, Cathartic Mage Emotion (Misery), Cathartic Mage Tradition (Primal), Druidic Language, Druidic Order (Leaf Order), Great Fortitude, Settle Emotions, Wild Empathy''
462172e43c2aada73ab263c7e9de73864e0f8fc5
Mr. Tummus
0
64
145
2023-11-22T05:20:48Z
Katesquirrel
2
Created page with "Mr. Tummus is the orange cat familiar/animal companion to [[Apria Valak]]. He lives with Apria at [[Leita's Cross]] and is notable for climbing the wall to alert [[Levania]] to the presence of the [[Voriland (government)|Vorish]] blockade. == Mr. Tummus as a Pathfinder character == Mr. Tummus is fairly large for an orange cat, but he still retains the '''small''' attribute. He has a collar that acts as a Headband of Vast Intelligence +2 with a Conorra (crystal)|connor..."
wikitext
text/x-wiki
Mr. Tummus is the orange cat familiar/animal companion to [[Apria Valak]]. He lives with Apria at [[Leita's Cross]] and is notable for climbing the wall to alert [[Levania]] to the presence of the [[Voriland (government)|Vorish]] blockade.
== Mr. Tummus as a Pathfinder character ==
Mr. Tummus is fairly large for an orange cat, but he still retains the '''small''' attribute. He has a collar that acts as a Headband of Vast Intelligence +2 with a [[Conorra (crystal)|connora]] stone embedded in it, training on the Nature and Arcana skills. Apria is a [[Chloromancy|chloromancer]], equivalent to a level 14 Druid.
'''Animal, Cat, Minion, Small, Animal Companion 14'''
''Str'' 4, ''Dex'' 6, ''Con'' 3, ''Int'' -1, ''Wis'' 6, ''Cha'' 0
''Fort'' +23, ''Ref'' +26, ''Will'' +26
''Acrobatics'' +22, ''Arcana'' +15 ''Athletics'' +20, ''Nature'' +22, ''Stealth'' +24, ''Intimidation'' +16, ''Survival'' +24
''HP'' 130 ''Speed'' 25 feet ''AC'' 32
''Special'' Mr. Tummus deals 1d4 extra precision damage against flat-footed targets.
''Attacks'' '''jaws''' +24 (finesse), 3d6+10 piercing (+2d4 precision damage against flat-footed targets) '''claw''' +24 (agile, finesse), 2d4+10 slashing (+2d4 precision damage against flat-footed targets)
''Support Benefit'' Mr. Tummus throws enemies off-balance when Apria creates an opening. Until the start of her next turn, her Strikes that deal damage to a creature that Mr. Tummus threatens make the target flat-footed until the end of Apria's next turn.
''Miscellaneous'' Can move at full Speed while following tracks.
''Advanced Maneuver: Cat Pounce ¤¹'' (flourish) The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.
3ac2aad559029ae092019e5db8091eae2b0c0a79
146
145
2023-11-22T05:22:04Z
Katesquirrel
2
wikitext
text/x-wiki
Mr. Tummus is the orange cat familiar/animal companion to [[Apria Valak]]. He lives with Apria at [[Leita's Cross]] and is notable for climbing the wall to alert [[Levania]] to the presence of the [[Voriland (government)|Vorish]] blockade.
== Mr. Tummus as a Pathfinder character ==
Mr. Tummus is fairly large for an orange cat, but he still retains the '''small''' attribute. He has a collar that acts as a Headband of Vast Intelligence +2 with a [[Conorra (crystal)|connora]] stone embedded in it, training on the Nature and Arcana skills. Apria is a [[Chloromancy|chloromancer]], equivalent to a level 14 Druid.
'''Animal, Cat, Minion, Small, Animal Companion 14'''<br>
''Str'' 4, ''Dex'' 6, ''Con'' 3, ''Int'' -1, ''Wis'' 6, ''Cha'' 0<br>
''Fort'' +23, ''Ref'' +26, ''Will'' +26<br>
''Acrobatics'' +22, ''Arcana'' +15 ''Athletics'' +20, ''Nature'' +22, ''Stealth'' +24, ''Intimidation'' +16, ''Survival'' +24<br>
''HP'' 130 ''Speed'' 25 feet ''AC'' 32<br>
''Special'' Mr. Tummus deals 1d4 extra precision damage against flat-footed targets.<br>
''Attacks'' '''jaws''' +24 (finesse), 3d6+10 piercing (+2d4 precision damage against flat-footed targets) '''claw''' +24 (agile, finesse), 2d4+10 slashing (+2d4 precision damage against flat-footed targets)<br>
''Support Benefit'' Mr. Tummus throws enemies off-balance when Apria creates an opening. Until the start of her next turn, her Strikes that deal damage to a creature that Mr. Tummus threatens make the target flat-footed until the end of Apria's next turn.<br>
''Miscellaneous'' Can move at full Speed while following tracks.<br>
''Advanced Maneuver: Cat Pounce ¤¹'' (flourish) The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.<br>
1cf8ff463ecf7b1d323e71b56a5d2b1e3484bb39
147
146
2023-11-22T05:25:15Z
Katesquirrel
2
wikitext
text/x-wiki
Mr. Tummus is the orange cat familiar/animal companion to [[Apria Valak]]. He lives with Apria at [[Leita's Cross]] and is notable for climbing the wall to alert [[Levania]] to the presence of the [[Voriland (government)|Vorish]] blockade.
== Mr. Tummus as a Pathfinder character ==
Mr. Tummus is fairly large for an orange cat, but he still retains the '''small''' attribute. He has a collar that acts as a Headband of Vast Intelligence +2 with a [[Conorra (crystal)|connora]] stone embedded in it, training on the Nature and Arcana skills. Apria is a [[Chloromancy|chloromancer]], equivalent to a level 14 Druid.
''Animal, Cat, Minion, Small, Animal Companion 14''<br>
'''Str''' 4, '''Dex''' 6, '''Con''' 3, '''Int''' -1, '''Wis''' 6, '''Cha''' 0<br>
'''Fort''' +23, '''Ref''' +26, '''Will''' +26<br>
'''Acrobatics''' +22, '''Arcana''' +15 '''Athletics''' +20, '''Nature''' +22, '''Stealth''' +24, '''Intimidation''' +16, '''Survival''' +24<br>
'''HP''' 130 '''Speed''' 25 feet '''AC''' 32<br>
'''Special''' Mr. Tummus deals 1d4 extra precision damage against flat-footed targets.<br>
'''Attacks''' ''jaws'' +24 (finesse), 3d6+10 piercing (+2d4 precision damage against flat-footed targets) ''claw'' +24 (agile, finesse), 2d4+10 slashing (+2d4 precision damage against flat-footed targets)<br>
'''Support Benefit''' Mr. Tummus throws enemies off-balance when Apria creates an opening. Until the start of her next turn, her Strikes that deal damage to a creature that Mr. Tummus threatens make the target flat-footed until the end of Apria's next turn.<br>
'''Miscellaneous''' Can move at full Speed while following tracks.<br>
'''Advanced Maneuver: Cat Pounce ¤¹''' (flourish) The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.<br>
5c535b8deee227fe5ae360afff73260e00024b21
148
147
2023-11-22T05:25:45Z
Katesquirrel
2
wikitext
text/x-wiki
Mr. Tummus is the orange cat familiar/animal companion to [[Apria Valak]]. He lives with Apria at [[Leita's Cross]] and is notable for climbing the wall to alert [[Levania]] to the presence of the [[Voriland (government)|Vorish]] blockade.
== Mr. Tummus as a Pathfinder character ==
Mr. Tummus is fairly large for an orange cat, but he still retains the ''small'' attribute. He has a collar that acts as a Headband of Vast Intelligence +2 with a [[Conorra (crystal)|connora]] stone embedded in it, training on the Nature and Arcana skills. Apria is a [[Chloromancy|chloromancer]], equivalent to a level 14 Druid.
''Animal, Cat, Minion, Small, Animal Companion 14''<br>
'''Str''' 4, '''Dex''' 6, '''Con''' 3, '''Int''' -1, '''Wis''' 6, '''Cha''' 0<br>
'''Fort''' +23, '''Ref''' +26, '''Will''' +26<br>
'''Acrobatics''' +22, '''Arcana''' +15 '''Athletics''' +20, '''Nature''' +22, '''Stealth''' +24, '''Intimidation''' +16, '''Survival''' +24<br>
'''HP''' 130 '''Speed''' 25 feet '''AC''' 32<br>
'''Special''' Mr. Tummus deals 1d4 extra precision damage against flat-footed targets.<br>
'''Attacks''' ''jaws'' +24 (finesse), 3d6+10 piercing (+2d4 precision damage against flat-footed targets) ''claw'' +24 (agile, finesse), 2d4+10 slashing (+2d4 precision damage against flat-footed targets)<br>
'''Support Benefit''' Mr. Tummus throws enemies off-balance when Apria creates an opening. Until the start of her next turn, her Strikes that deal damage to a creature that Mr. Tummus threatens make the target flat-footed until the end of Apria's next turn.<br>
'''Miscellaneous''' Can move at full Speed while following tracks.<br>
'''Advanced Maneuver: Cat Pounce ¤¹''' (flourish) The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.<br>
fc372f8ef19c36b4329507206217247d558661e2
150
148
2023-11-22T05:27:19Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Mr. Tummus cat.jpg|thumb|right|Mr. Tummus in Apria's garden]]
Mr. Tummus is the orange cat familiar/animal companion to [[Apria Valak]]. He lives with Apria at [[Leita's Cross]] and is notable for climbing the wall to alert [[Levania]] to the presence of the [[Voriland (government)|Vorish]] blockade.
== Mr. Tummus as a Pathfinder character ==
Mr. Tummus is fairly large for an orange cat, but he still retains the ''small'' attribute. He has a collar that acts as a Headband of Vast Intelligence +2 with a [[Conorra (crystal)|connora]] stone embedded in it, training on the Nature and Arcana skills. Apria is a [[Chloromancy|chloromancer]], equivalent to a level 14 Druid.
''Animal, Cat, Minion, Small, Animal Companion 14''<br>
'''Str''' 4, '''Dex''' 6, '''Con''' 3, '''Int''' -1, '''Wis''' 6, '''Cha''' 0<br>
'''Fort''' +23, '''Ref''' +26, '''Will''' +26<br>
'''Acrobatics''' +22, '''Arcana''' +15 '''Athletics''' +20, '''Nature''' +22, '''Stealth''' +24, '''Intimidation''' +16, '''Survival''' +24<br>
'''HP''' 130 '''Speed''' 25 feet '''AC''' 32<br>
'''Special''' Mr. Tummus deals 1d4 extra precision damage against flat-footed targets.<br>
'''Attacks''' ''jaws'' +24 (finesse), 3d6+10 piercing (+2d4 precision damage against flat-footed targets) ''claw'' +24 (agile, finesse), 2d4+10 slashing (+2d4 precision damage against flat-footed targets)<br>
'''Support Benefit''' Mr. Tummus throws enemies off-balance when Apria creates an opening. Until the start of her next turn, her Strikes that deal damage to a creature that Mr. Tummus threatens make the target flat-footed until the end of Apria's next turn.<br>
'''Miscellaneous''' Can move at full Speed while following tracks.<br>
'''Advanced Maneuver: Cat Pounce ¤¹''' (flourish) The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.<br>
1841f267ee558d0d2114453bfa843c29dba85b23
File:Mr. Tummus cat.jpg
6
65
149
2023-11-22T05:27:02Z
Katesquirrel
2
wikitext
text/x-wiki
Mr. Tummus in Apria's garden
e41701adf54584ba3e9b359738a8a88febb35340
Mr. Tummus
0
64
151
150
2023-11-22T05:27:52Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Mr. Tummus cat.jpg|thumb|right|Mr. Tummus in Apria's garden, not wearing his collar]]
Mr. Tummus is the orange cat familiar/animal companion to [[Apria Valak]]. He lives with Apria at [[Leita's Cross]] and is notable for climbing the wall to alert [[Levania]] to the presence of the [[Voriland (government)|Vorish]] blockade.
== Mr. Tummus as a Pathfinder character ==
Mr. Tummus is fairly large for an orange cat, but he still retains the ''small'' attribute. He has a collar that acts as a Headband of Vast Intelligence +2 with a [[Conorra (crystal)|connora]] stone embedded in it, training on the Nature and Arcana skills. Apria is a [[Chloromancy|chloromancer]], equivalent to a level 14 Druid.
''Animal, Cat, Minion, Small, Animal Companion 14''<br>
'''Str''' 4, '''Dex''' 6, '''Con''' 3, '''Int''' -1, '''Wis''' 6, '''Cha''' 0<br>
'''Fort''' +23, '''Ref''' +26, '''Will''' +26<br>
'''Acrobatics''' +22, '''Arcana''' +15 '''Athletics''' +20, '''Nature''' +22, '''Stealth''' +24, '''Intimidation''' +16, '''Survival''' +24<br>
'''HP''' 130 '''Speed''' 25 feet '''AC''' 32<br>
'''Special''' Mr. Tummus deals 1d4 extra precision damage against flat-footed targets.<br>
'''Attacks''' ''jaws'' +24 (finesse), 3d6+10 piercing (+2d4 precision damage against flat-footed targets) ''claw'' +24 (agile, finesse), 2d4+10 slashing (+2d4 precision damage against flat-footed targets)<br>
'''Support Benefit''' Mr. Tummus throws enemies off-balance when Apria creates an opening. Until the start of her next turn, her Strikes that deal damage to a creature that Mr. Tummus threatens make the target flat-footed until the end of Apria's next turn.<br>
'''Miscellaneous''' Can move at full Speed while following tracks.<br>
'''Advanced Maneuver: Cat Pounce ¤¹''' (flourish) The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.<br>
1e29ed954fbb69f06d35014a91d420f6be39994c
File:Apria Valak in garden with cats.jpg
6
66
152
2023-11-22T05:30:44Z
Katesquirrel
2
wikitext
text/x-wiki
Apria in her garden with her cats
d9e239d05665a180ed318445fff24cbebd0b730d
Apria Valak
0
51
153
89
2023-11-22T05:31:30Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Apria Valak in garden with cats.jpg|thumb|right|Apria at work in her garden with Mr. Tummus and Helagia]]
Apria Valak is the village herbalist at [[Leita's Cross]]. She also mentors [[Stassa Bruckers]]. She is secretly a [[Chloromancy|chloromancer]] and [[Levania|Levanian]] spy.
4e58e9831e35f5818934eabed014f76e777a6e53
155
153
2023-11-22T05:39:26Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Apria Valak in garden with cats.jpg|thumb|right|Apria at work in her garden with Mr. Tummus and Helagia]]
Apria Valak is the village herbalist at [[Leita's Cross]]. She also mentors [[Stassa Bruckers]] and has [[Mr. Tummus]] as a familiar. She is secretly a [[Chloromancy|chloromancer]] and [[Levania|Levanian]] spy.
5510203d56d8181dd4875bfaa3dffc1a7ab525e7
159
155
2023-11-22T18:22:48Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Apria Valak in garden with cats.jpg|thumb|right|Apria at work in her garden with Mr. Tummus and Helagia]]
Apria Valak is the village herbalist at [[Leita's Cross]]. She also mentors [[Stassa Bruckers]] and has [[Mr. Tummus]] as a familiar. She is secretly a [[Chloromancy|chloromancer]] and [[Levania|Levanian]] spy.
== Early life ==
Apria was born in a little village near [[Wheatland]]. When her magical aptitude was discovered, her parents, fearing reprisal from the government if it ever came out, placed her in a Wheatland orphanage, where she lived until she was almost sixteen, at which time she ran away. A group of [[Nomads]] took her in and she traveled with them for over three years.
By the time she had twenty years, a young Nomadic man, Pio, had fallen deeply in love with her. He knew she had magic and didn't care. Apria had never been taught how to look for a mate, so she agreed to marry him in a Nomadic ceremony. Within three years, Pio was drinking heavily. Apria became pregnant with their first child, which Pio was ecstatic about but would not quit drinking, despite many arguments about it. Not wanting to raise a child with an alcoholic, she consulted with a Nomadic wise-woman, who gave her [[Zita's helper]] to induce an abortion, which she considers the hardest decision of her life.
When Pio found out, he was furious and devastated. He requested a divorce and gave Apria a sum of money in gold and family heirlooms and her own vardo, as was fair by Nomadic custom. Though she had the option to stay, she left the Nomads at [[South Cross]], traveled to [[Algore]], and found work in a plant nursery, where she found she could channel her magical aptitude into working with plants.
== Life in Leita's Cross ==
Now twenty-six, Apria began moving in search of a more permanent home. She eventually found her way to Leita's Cross and settled there as the herbalist. Her home in proximity to [[Hume Bruckers]] and [[Haran Quickleaf]] resulted in a close friendship between the three of them. She was respected in the town for her knowledge and status, but she kept her magical ability entirely secret and placed [[silentium]] crystals all around her home to prevent detection.
4d3b77ab0d790e529828fa0f64f4a61d6bbc717e
160
159
2023-11-22T18:23:39Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Apria Valak in garden with cats.jpg|thumb|right|Apria at work in her garden with Mr. Tummus and Helagia]]
Apria Valak is the village herbalist at [[Leita's Cross]]. She also mentors [[Stassa Bruckers]] and has [[Mr. Tummus]] as a familiar. She is secretly a [[Chloromancy|chloromancer]] and [[Levania|Levanian]] spy.
== Early life ==
Apria was born in a little village near [[Wheatland]]. When her magical aptitude was discovered, her parents, fearing reprisal from the government if it ever came out, placed her in a Wheatland orphanage, where she lived until she was almost sixteen, at which time she ran away. A group of [[Nomads]] took her in and she traveled with them for over three years.
By the time she had twenty years, a young Nomadic man, Pio, had fallen deeply in love with her. He knew she had magic and didn't care. Apria had never been taught how to look for a mate, so she agreed to marry him in a Nomadic ceremony. Within three years, Pio was drinking heavily. Apria became pregnant with their first child, which Pio was ecstatic about but would not quit drinking, despite many arguments about it. Not wanting to raise a child with an alcoholic, she consulted with a Nomadic wise-woman, who gave her [[Zita's helper]] to induce an abortion, which she considers the hardest decision of her life.
When Pio found out, he was furious and devastated. Though he stopped drinking entirely, he requested a divorce and gave Apria a sum of money in gold and family heirlooms and her own vardo, as was fair by Nomadic custom. Though she had the option to stay, she left the Nomads at [[South Cross]], traveled to [[Algore]], and found work in a plant nursery, where she found she could channel her magical aptitude into working with plants.
== Life in Leita's Cross ==
Now twenty-six, Apria began moving in search of a more permanent home. She eventually found her way to Leita's Cross and settled there as the herbalist. Her home in proximity to [[Hume Bruckers]] and [[Haran Quickleaf]] resulted in a close friendship between the three of them. She was respected in the town for her knowledge and status, but she kept her magical ability entirely secret and placed [[silentium]] crystals all around her home to prevent detection.
1cb1bf4c8c79fa6c5174209d626d6f81658ea76f
161
160
2023-11-23T00:40:36Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Apria Valak in garden with cats.jpg|thumb|right|Apria at work in her garden with Mr. Tummus and Hegelia]]
Apria Valak is the village herbalist at [[Leita's Cross]]. She also mentors [[Stassa Bruckers]] and has [[Mr. Tummus]] as a familiar. She is secretly a [[Chloromancy|chloromancer]] and [[Levania|Levanian]] spy.
== Early life ==
Apria was born in a little village near [[Wheatland]]. When her magical aptitude was discovered, her parents, fearing reprisal from the government if it ever came out, placed her in a Wheatland orphanage, where she lived until she was almost sixteen, at which time she ran away. A group of [[Nomads]] took her in and she traveled with them for over three years.
By the time she had twenty years, a young Nomadic man, Pio, had fallen deeply in love with her. He knew she had magic and didn't care. Apria had never been taught how to look for a mate, so she agreed to marry him in a Nomadic ceremony. Within three years, Pio was drinking heavily. Apria became pregnant with their first child, which Pio was ecstatic about but would not quit drinking, despite many arguments about it. During one of his bouts of drinking, he expressed considerable fear that the child would have magical aptitude. Horrified, Apria consulted with a Nomadic wise-woman, who gave her [[Zita's helper]] to induce an abortion, which she considers the hardest decision of her life.
When Pio found out, he was furious and devastated. Though he stopped drinking entirely, he requested a divorce and gave Apria a sum of money in gold and family heirlooms, and her own vardo, as was fair by Nomadic custom. Though she had the option to stay, she left the Nomads at [[South Cross]], traveled to [[Algore]], and found work in a plant nursery, where she found she could channel her magical aptitude into working with plants.
A young orange tomcat began hanging around the nursery and following Apria back to her vardo at night. She took him in, named him Mr. Tummus, and fashioned him a collar with a [[ingenium]] crystal from her divorce heirlooms, which increased his intelligence slightly. He willingly became her familiar.
== Life in Leita's Cross ==
Now twenty-six, Apria began moving in search of a more permanent home. She eventually found her way to Leita's Cross and settled there as the herbalist. Her home in proximity to [[Hume Bruckers]] and [[Haran Quickleaf]] resulted in a close friendship between the three of them. Hume started developing feelings for her. She was respected in the town for her knowledge and status, but she kept her magical ability entirely secret and placed [[silentium]] crystals all around her home to prevent detection.
She lived in Leita's Cross for seven years before [[Lida]] brought Stassa and her mother, Hume's niece and sister-in-law. She cared for them both, but was unable to heal the sister-in-law. When she realized it was a lost cause, she helped her pass peacefully and made sure she was able to talk to Stassa before she passed. She then took to caring for and supporting Stassa to help her heal. Hume was incredibly grateful, which cemented his feelings, and he took to helping her all he could.
== During the war and blockade ==
Will be added in soon.
== Relationships ==
===== Hume Bruckers =====
They maintain a warm relationship. Both have feelings for each other, but Apria does not want a repeat of past events and cannot bring herself to admit she is a chloromancer. They unofficially co-parent Stassa quite well.
===== Stassa Bruckers =====
She cares for the girl like a mother, mentoring her on plants and teaching her to control her magic. She worries about Stassa's ability to hide her magic as she gets older, which led her to become a spy for Levania.
===== Haran Quickleaf =====
Haran has long since deduced she is a chloromancer, but doesn't say anything. He doesn't care. They have a mutual respect for each other's craft and a warm friendship. She doesn't care he is a dwarf and doesn't mind when he visits and tracks soot in her home.
===== Hurache Lidnow =====
[[Hurache Lidnow|Hurache]] has conspired for years to make Apria his wife. She tolerates him at the best of times, continually rebuking him, but he cannot take the hint. His somewhat narcissistic personality makes him very difficult to be around.
6008f14b95a709e0e522df52cbf3d0cd6801278c
Leita's Cross
0
45
154
82
2023-11-22T05:37:03Z
Katesquirrel
2
/* Mal and Shue Bruckers */
wikitext
text/x-wiki
[[File:Leita's Cross at blockade v2.jpg|thumb|center|Leita's Cross while blockaded by Vorish troops]]
Leita's Cross is a small walled village roughly 1.55 acres<sup>2</sup> situated at the center of a major crossroads between [[Almenia]], [[Sule]], [[Parolis]], and [[Levania]]. It is a transitory stopping point named for the woman who ran the first ran [[Leita's Cross Inn & Tavern]].
When the [[Vorish-Levanian Civil War]] broke out, Leita's Cross, recognizing their importance as a vital transportation and commerce hub, declared neutrality and promised to honor whichever regime was victorious. This was acceptable to both governments for several years and, though [[Government of Voriland|Vorish]] troops pillaged around the village, they begrudgingly respected their neutrality and mostly left them alone.
Eventually, 75-150 Vorish soldiers would blockade the village in an attempt to starve them out, acting on intelligence that they were harboring a Levanian spy.
== Population and services ==
Leita's Cross has about 119 citizens mostly working in farming occupations to support the town, which has a strong commitment to community-minded agriculture. A few people have roles related to trading and commerce. They have two inns, Leita's Cross, now run by her great-great-grandchildren, directly at the crossroads and [[Halliwheel House]] at the gate to Levania.
Their unappointed villagemaster is somewhat wealthy trader [[Hurache Lidnow]]. They have a guardhall and retain nineteen guardsmen to patrol the walls. Like many small communities, they have common stables, common silos, and a single main mill, operated here by brothers [[Temetue & Clor Balmiller]]. Their commerce background has afforded them an actual plaza, which hosts a market most days, and a temple to the ''commerce god''.
Additional services include:
* ''Weaving and tailoring'' provided by [[Midge Sinrickle]]
* ''Leatherwork'' provided by [[Tulie Admo]]
* ''Blacksmithing'' provided by [[Haran Quickleaf]]
* ''Carpentry'' provided by [[Hume Bruckers]]
* ''Herbalism'' provided by [[Apria Valak]]
===== Culture and viewpoints =====
Villagers are very proud of their status as the most important crossroads in the Levanian region. Some families have been here from the time of the original Leita's Cross; all are from a twenty mile radius. Early on, before it was a village, some parents would abandon their children at the crossroads, believing they had quicker access to the gods this way. Leita's sister Fralla used to take them in and many of them became founding families with this complicated heritage.
Much of the older generation supports Voriland and is resentful of the villagemaster's "cowardly" stance to keep Leita's Cross neutral. This has caused some considerable conflict with the younger generation, who more frequently leave the town and are thus exposed to the Vorish destruction of the lands around the town.
===== Impact of blockade =====
Due to the nature of the village, many people were passing through and others sought refuge in the village when the Vorish troops blocked the gates. Roughly 65 refugees are currently in the village, taking up all possible inn rooms and spread over the town green in tents.
Troops torched the farmland and destroyed farms outside the village, leaving Leita's Cross with only the food in their silos and a few small plots inside the walls. To rectify the impending food shortage, Apria Valak, assisted by her apprentice [[Stassa Bruckers]] and Hume Bruckers, have seeded as much of the area as they can for wheat and corn.
== Blockade ==
===== Motivations =====
Vorish soldiers are acting on intelligence that there is a spy for Levania amongst them and they are harboring an illegal magic user. Their decision to starve them out specifically was fueled by resentment that Leita's Cross had opted to remain neutral in the war. They did not communicate with anyone at Leita's Cross that this was their motivations; as far as villagers are concerned, this happened out of the blue.
The herbalist Apria Valak has been working as a spy for Levania while disguising her identity as a [[Chloromancy|chloromancer]]. This started after she started caring for Stassa, because she did not want the girl to grow up in a world where she had to hide her magic.
===== Outcome =====
Once it became evident that it was definitely a blockade, Apria sent her familiar Tummo over the wall on the north side, which was not as well watched, with a message. Tummo traveled almost two weeks across the countryside to reach Calswys, a nearby village where Apria's contact lived. The contact then made for Levania to inform them of what had happened.
[[Lida]] was in Levania meeting with the king, having been captured in [[Marcheon]] and brought in. She volunteered to liberate the city and take it for Levania, the original act that named her The Defiant, ahead of Levanian troops bearing relief supplies. [[Teo Hillicks]] accompanied her and, after much strife on the matter, [[Maeva]] and [[Spod the Silent]] did as well. The ''whiny emo fey'' opted to remain in Levania where he was put in art school.
== Other villagers ==
''Starting at bottom left of the map''
===== Beltok-Brump families =====
TBD.
===== Moudra-Stamps-Tringo families =====
TBD.
===== Stira Vintor =====
Stira is a spinster whose brother ran the village silos until his passing. She has a respectable position in town and is generally considered polite yet very concerned with appearances. She's not happy there's a tent holding a family of eight in her backyard.
===== Mal and Shue Bruckers =====
Mal is a farmhand nearing retirement age, so he is transitioning to running the village silos. His wife Shue makes bread that she sells to people coming down to the village silos. Both are convinced they are going to die as a result of the blockade. Hume's great-aunt and uncle, who haven't spoken to him since he decided to keep Stassa.
===== Tulia-Hamant family =====
A multigenerational family of six. The younger generations are farmhands and run the common stables. During the blockade, after Lida et al.'s arrival, the elderly matriarch and patriarch Miv and Rud Tulia commit suicide using stolen plants from Apria's garden, with a note saying they are too afraid and do not want to be tortured by Vorish soldiers.
===== Sipple-Minters-Covis families =====
This is five units consisting mostly of three intermarried families, with one building holding the newlywed Rold and Siva Ludbuns, the latter of which was a Sipple prior to marriage. They collectively have six children and all work as farmhands, except for one of the Covis men, who travels back and forth as a merchant between Leita's Cross and Sule and is in Sule at the time of the blockade.
===== Carbow-Wetchess families =====
Two widowed sisters, Ilda Carbow and Marda Wetchess, live here, raising their ten children collectively. Ilda works in the fields and Marda helps the tailor Midge Sinrickle. Both drink excessively and hate their lives. Marda desperately wants Wynis Tule but he has no interest in her.
===== Wynis Tule =====
The odd man out in the village, Wynis grew up in Leita's Cross and opted not to leave. He is a self-taught writer and has had three books of scientific poetry published in Levania. He rarely leaves his house and pays the youngest Sinrickle daughter Dinta to essentially take care of him. He has no interest in relationships or children and his relationship with Dinta is cordial, even kind, but very clinical.
===== Sinrickle family =====
Gorg and Hina Sinrickle live here with their nine children, including two sets of twins. The eldest, Midge, age 24 at the time of the blockade moved out to the building next door to become the town tailor and weaver, which her parents did not approve of. They are constantly trying to get her to marry. They do not approve of Lida at all and consider her a bad influence on young women.
===== Macule family =====
Cowler and Panna Macule are a relatively young couple with two children. Cowler manages some of the farming operations and Panna manages their home. They are terrified for what the blockade will mean for their children, who are both under three.
===== Gloris Ande =====
Gloris is a very feisty old widow who, unlike most of her generation, is angry at Voriland and thinks they overstepped in Freespeak. She'll fight with anybody who will listen about it. When Lida et al. climbs over the wall and lands in her shrubs, she whallops Teo with a shovel, thinking he is a Vorish soldier.
===== Tiloria family =====
Three adult sisters, Plara, Dora, and Calra Tiloria, live here with their elderly mother Ludwia. Calra is in courtship with Temetue Balmiller and Dora is betrothed to one of the Minters men. Plara is in a secret relationship with the second-eldest Sinrickle daughter, Mindis, and they have plans to elope to Levania.
===== Poudris-Kint-Seckle families =====
The Kint-Seckles are probably the most notable family to come out of the children abandoned at the crossroads. They also have a multigenerational issue with incest, which has led to a number of birth defects. Finally, the youngest Seckle daughter, Ima, a sickly waif of a woman with a host of genetic maladies, married outside the family to Trin Poudris, who was forced to move in. It's been a living nightmare for him ever since and he cannot convince Ima to move out. She is pregnant, and he has no idea if it is his.
d02c7d9ae1e31d87b9792cfd7072d7a851cd514d
File:Tulie Admo.jpg
6
67
156
2023-11-22T06:53:11Z
Katesquirrel
2
wikitext
text/x-wiki
Leatherworker at Leita's Cross
b96b5ac350348a884ef750f2568ec3ed1a2c74f2
Tulie Admo
0
68
157
2023-11-22T06:56:55Z
Katesquirrel
2
Created page with "[[File:Tulie Admo.jpg|thumb|right|Tulie outside his leatherworking shop]] Tulie Admo is the leatherworker at [[Leita's Cross]]. He was essentially a thaumaturge at sites of egregores, but decided to leave that life because it was too emotionally painful. He has made the connection that egregores are the result of the inquisitions, but he doesn't understand why or how. Really he just wants the blockade to end because it's bad for business."
wikitext
text/x-wiki
[[File:Tulie Admo.jpg|thumb|right|Tulie outside his leatherworking shop]]
Tulie Admo is the leatherworker at [[Leita's Cross]]. He was essentially a thaumaturge at sites of egregores, but decided to leave that life because it was too emotionally painful. He has made the connection that egregores are the result of the inquisitions, but he doesn't understand why or how.
Really he just wants the blockade to end because it's bad for business.
9b78fccb81f0ec144b72f52adb0c9a6c4aeac4fe
158
157
2023-11-22T06:57:31Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Tulie Admo.jpg|thumb|right|Tulie outside his leatherworking shop]]
Tulie Admo is the leatherworker at [[Leita's Cross]]. He was essentially a thaumaturge at sites of [[Egregore|egregore activity]], but decided to leave that life because it was too emotionally painful. He has made the connection that egregores are the result of the inquisitions, but he doesn't understand why or how.
Really he just wants the blockade to end because it's bad for business.
ae325535d26c850b95ff68522dfcf597ca35f8c7
File:Silentium crystals.jpg
6
69
162
2023-11-23T00:55:29Z
Katesquirrel
2
wikitext
text/x-wiki
A bunch of silentium crystals
04004c01fa37a862f3857adada8746da24e5169b
Silentium (crystal)
0
70
163
2023-11-23T01:17:44Z
Katesquirrel
2
Created page with "[[File:Silentium crystals.jpg|thumb|right|Silentium crystals of various qualities]] Silentium crystals are often found in small quantities on the periphery of deposits of [[augeo]]. The highest quality ones do not have any streaks of purple, indicating small amounts of augeo. == Uses == Silentium "silences" or "mutes" magic so it is much less detectable by other magic users. It does not stop or drain magic like [[exhaurio]]. This makes it very popular (and illegal) in [..."
wikitext
text/x-wiki
[[File:Silentium crystals.jpg|thumb|right|Silentium crystals of various qualities]]
Silentium crystals are often found in small quantities on the periphery of deposits of [[augeo]]. The highest quality ones do not have any streaks of purple, indicating small amounts of augeo.
== Uses ==
Silentium "silences" or "mutes" magic so it is much less detectable by other magic users. It does not stop or drain magic like [[exhaurio]]. This makes it very popular (and illegal) in [[Voriland (government)|Voriland]] amongst [[Violet Laws|unauthorized magic users]], who will put it in the foundations of their homes, around the perimeter of their properties, and even carry them on their person in hidden pockets.
911e06726fd0ec9798af9b9b826950c1af9ea32d
170
163
2023-11-23T01:42:58Z
Katesquirrel
2
Katesquirrel moved page [[Silentium]] to [[Silentium (crystal)]]: Not specific enough
wikitext
text/x-wiki
[[File:Silentium crystals.jpg|thumb|right|Silentium crystals of various qualities]]
Silentium crystals are often found in small quantities on the periphery of deposits of [[augeo]]. The highest quality ones do not have any streaks of purple, indicating small amounts of augeo.
== Uses ==
Silentium "silences" or "mutes" magic so it is much less detectable by other magic users. It does not stop or drain magic like [[exhaurio]]. This makes it very popular (and illegal) in [[Voriland (government)|Voriland]] amongst [[Violet Laws|unauthorized magic users]], who will put it in the foundations of their homes, around the perimeter of their properties, and even carry them on their person in hidden pockets.
911e06726fd0ec9798af9b9b826950c1af9ea32d
172
170
2023-11-23T01:43:40Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Silentium crystals.jpg|thumb|right|Silentium crystals of various qualities]]
'''This is part of the [[Crystal magic]] pages.'''
Silentium crystals are often found in small quantities on the periphery of deposits of [[augeo]]. The highest quality ones do not have any streaks of purple, indicating small amounts of augeo.
== Uses ==
Silentium "silences" or "mutes" magic so it is much less detectable by other magic users. It does not stop or drain magic like [[exhaurio]]. This makes it very popular (and illegal) in [[Voriland (government)|Voriland]] amongst [[Violet Laws|unauthorized magic users]], who will put it in the foundations of their homes, around the perimeter of their properties, and even carry them on their person in hidden pockets.
77b4b2d73e53c74dd773fa5a1a7e035fcc655770
Crystal magic
0
71
164
2023-11-23T01:28:15Z
Katesquirrel
2
Created page with "Due to the relationship between people and the land, crystals represent a very potent form of magic. Many are mined on the [[Dwarven Lands]] and represent a considerable source of trade, but a few are mined in the [[Tydes Mountains]] and one is dredged at the [[Mossy Pools]]. == Culture around crystals == Most people know and accept that crystals have magical power. The use of crystals is broadly not illegal, but some crystals are very illegal, including silentium. Most..."
wikitext
text/x-wiki
Due to the relationship between people and the land, crystals represent a very potent form of magic. Many are mined on the [[Dwarven Lands]] and represent a considerable source of trade, but a few are mined in the [[Tydes Mountains]] and one is dredged at the [[Mossy Pools]].
== Culture around crystals ==
Most people know and accept that crystals have magical power. The use of crystals is broadly not illegal, but some crystals are very illegal, including silentium. Most people are not afraid to use them if they have access to them, but many command a very high price.
== Prominent crystals in Voriland ==
(This list will be growing.)
* [[Silentium]]
* [[Augeo]]
* [[Ingenium]]
de4d376b99a3f5d44735f77d0fb99111bb889923
165
164
2023-11-23T01:29:25Z
Katesquirrel
2
wikitext
text/x-wiki
Due to the relationship between people and the land, crystals represent a very potent form of magic. Many are mined on the [[Dwarven Lands (continent)|Dwarven Lands]] and represent a considerable source of trade, but a few are mined in the [[Tydes Mountains]] and one is dredged at the [[Mossy Pools]].
== Culture around crystals ==
Most people know and accept that crystals have magical power. The use of crystals is broadly not illegal, but some crystals are very illegal, including silentium. Most people are not afraid to use them if they have access to them, but many command a very high price.
== Prominent crystals in Voriland ==
(This list will be growing.)
* [[Silentium]]
* [[Augeo]]
* [[Ingenium]]
a22db5c98c63751ba2ec11f9775ecefec6ae71d6
166
165
2023-11-23T01:30:54Z
Katesquirrel
2
/* Prominent crystals in Voriland */
wikitext
text/x-wiki
Due to the relationship between people and the land, crystals represent a very potent form of magic. Many are mined on the [[Dwarven Lands (continent)|Dwarven Lands]] and represent a considerable source of trade, but a few are mined in the [[Tydes Mountains]] and one is dredged at the [[Mossy Pools]].
== Culture around crystals ==
Most people know and accept that crystals have magical power. The use of crystals is broadly not illegal, but some crystals are very illegal, including silentium. Most people are not afraid to use them if they have access to them, but many command a very high price.
== Prominent crystals in Voriland ==
(This list will be growing.)
* [[Silentium]]
* [[Augeo]]
* [[Ingenium]]
* [[Exhaurio]]
5555ceae80e565d150894cc7b01529df46b51a4d
173
166
2023-11-23T01:44:31Z
Katesquirrel
2
wikitext
text/x-wiki
Due to the relationship between people and the land, crystals represent a very potent form of magic. Many are mined on the [[Dwarven Lands (continent)|Dwarven Lands]] and represent a considerable source of trade, but a few are mined in the [[Tydes Mountains]] and one is dredged at the [[Mossy Pools]].
== Culture around crystals ==
Most people know and accept that crystals have magical power. The use of crystals is broadly not illegal, but some crystals are very illegal, including silentium. Most people are not afraid to use them if they have access to them, but many command a very high price.
== Prominent crystals in Voriland ==
(This list will be growing.)
* [[Silentium (crystal)|Silentium]]
* [[Augeo (crystal)|Augeo]]
* [[Ingenium (crystal)|Ingenium]]
* [[Exhaurio (crystal)|Exhaurio]]
3af88913446b172cedba0afe41d6ec78d7df9658
File:Augeo crystal.jpg
6
72
167
2023-11-23T01:32:29Z
Katesquirrel
2
wikitext
text/x-wiki
A large chunk of augeo crystal
e521762ab9ae14f14d81b338d418dd5fcad7fd81
Augeo (crystal)
0
73
168
2023-11-23T01:36:29Z
Katesquirrel
2
Created page with "[[File:Augeo crystal.jpg|thumb|right|A large chunk of augeo crystal]] Augeo is a deep purple crystal favored by [[Praetor (class)|praetors]] and [[Medenti (class)|medentis]]. It is largely illegally throughout [[Voriland (government)|Voriland]] except by permission of the [[Magisterium]]. == Uses == Augeo acts as an amplifier for magic. It's theorized that augeo has its own reservoir of magic that connects with the user/wearer's reservoir of magic. Much like charging a..."
wikitext
text/x-wiki
[[File:Augeo crystal.jpg|thumb|right|A large chunk of augeo crystal]]
Augeo is a deep purple crystal favored by [[Praetor (class)|praetors]] and [[Medenti (class)|medentis]]. It is largely illegally throughout [[Voriland (government)|Voriland]] except by permission of the [[Magisterium]].
== Uses ==
Augeo acts as an amplifier for magic. It's theorized that augeo has its own reservoir of magic that connects with the user/wearer's reservoir of magic. Much like charging a battery, the repeated use of magic maintains the potency of both the crystal and the magic user.
eeef0f78e82031dc545b93a59cb45f7b4659dc69
174
168
2023-11-23T01:45:02Z
Katesquirrel
2
Katesquirrel moved page [[Augeo]] to [[Augeo (crystal)]]
wikitext
text/x-wiki
[[File:Augeo crystal.jpg|thumb|right|A large chunk of augeo crystal]]
Augeo is a deep purple crystal favored by [[Praetor (class)|praetors]] and [[Medenti (class)|medentis]]. It is largely illegally throughout [[Voriland (government)|Voriland]] except by permission of the [[Magisterium]].
== Uses ==
Augeo acts as an amplifier for magic. It's theorized that augeo has its own reservoir of magic that connects with the user/wearer's reservoir of magic. Much like charging a battery, the repeated use of magic maintains the potency of both the crystal and the magic user.
eeef0f78e82031dc545b93a59cb45f7b4659dc69
Magic use in Voriland
0
53
169
101
2023-11-23T01:39:11Z
Katesquirrel
2
wikitext
text/x-wiki
This page documents the broad rules surrounding the magic system in [[Voriland (continent)|Voriland]].
== Culture around magic ==
===== In Voriland =====
The country of [[Country of Voriland|Voriland]] has very harsh and punitive laws around magic that have resulted in most magic users doing so illegally. Since the [[Violet Laws]], they only allow [[Praetor (class)|praetors]] and [[Medenti (class)|medenti]] to attend the [[Magisterium|sole magic school]] and have wide inquisitions to punish illegal magic use. Magic users now practice in secret, though sometimes in remote villages it's an open secret. This has caused some resentment towards praetors and medentis and very limited growth in magical practice and application in the last 200 years.
[[Levania]] is much more encouraging of magic use, which has caused a proliferation of new ideas and methods around magic. They have multiple magic schools teaching in different areas and are researching various applications of magic in the area. Still, with the [[Vorish-Levanian Civil War]], many practitioners outside the capital are forced to hide their abilities or face death by the Vorish army.
== Basics of magic ==
===== Population of magic users =====
It's not well known or understood, but most people are born with an innate magical ability that, if cultivated, can produce wide results in a variety of schools. This aptitude declines with age and lack of use or conscious suppression. As a result, Voriland only recognizes that a generous .5% of the population could possibly have any magical ability; Levania's estimates at 10-15% are still very low for the reality of the situation. If properly fostered from birth, probably about 70% of the population would ultimately have the ability to cast at least one minor cantrip, with around 30% becoming major magic users.
Magic use is inherent and innate. It's believed to have [[Religion in Voriland|come from the gods]], with each god having a specific magical domain, but it is actually tied deeply with the planet itself. As a result, [[Crystal magic|crystal magic]] is recognized as a powerful tool in healing and defense.
===== School identification =====
Most magic users believe they are tied to specific schools and practices. Many can and do cast outside of that specific area, but they do not fully identify with that area or may not see it as a separate school at all.
For example, [[Lida]] as a praetor (which is best understood through the Pathfinder kineticist class and is strong in elemental magic) can cast from [[Pyromancy|pyromancy]] and [[Aquamancy|aquamancy]], but she is also capable of violent evocation magic [[Violomancy|violomancy]] and temperature changes in [[Mutamancy|mutamancy]]. However, she by and large strictly identifies as a praetor unless speaking in the specific context of a skillset.
Praetors and medentis have specific, structured skill arenas (similar to skill trees, but more nebulous to accommodate the imprecision of an intuitive practice) that converge and separate. Outside the Magisterium, where magic users are often informally apprenticed and are rarely trained in a structured setting, such separations between magical areas is largely pointless.
===== Detecting magic =====
One main similarity of magic users is that they typically can all detect magic to some degree. Individuals with lower or more suppressed aptitude may have more difficulty with both detecting and being detected. This has led some illegal magic users to carry around a [[Silentium (crystal)|silentium]] crystal to hamper detection.
''In terms of Pathfinder:'' '''Detect Magic''' is going to be an innate skill that all magic users possess. DC will be higher to detect lower levels of general aptitude.
===== Lost magic =====
Some magic is believed to have been "lost". A major example of this is [[Telekinesis|telekinesis]], which was the domain of the ''arts god'' and, as he did not end up having any living children, was believed to not have passed into the population. The reality is all the magic is still there, but throughout the [[Time of Blindness]] understandings of it have been lost, and Voriland's wanton suppression of magic, amongst other things, has prevented it from being reclaimed.
== Schools of magic in Voriland ==
* [[Atmomancy]] - weather magic
* [[Chloromancy]] - plant magic
* [[Elemental magic]]
* Enchantment and charisma magic
* [[Necromancy]]
* Transmutation (to a limited degree)
* [[Violomancy]] - typically violent evocation
===== Magic not found in Voriland =====
From reviewing the Pathfinder options, it seems the only hard lines are:
* time magic
* divination
* Pathfinder lore-specific things
Telekinesis is a very specific case. Though it's not lost, it's incredibly rare that a magic user even has an inkling of how it actually works, so all feats, spells, and the like are generally off the table. See [[Creating a Pathfinder character]] for specific things that are off the table.
341443c88d64e70984e061714a2c3fcfdd8ce63c
180
169
2023-11-24T06:05:05Z
Katesquirrel
2
/* Schools of magic in Voriland */
wikitext
text/x-wiki
This page documents the broad rules surrounding the magic system in [[Voriland (continent)|Voriland]].
== Culture around magic ==
===== In Voriland =====
The country of [[Country of Voriland|Voriland]] has very harsh and punitive laws around magic that have resulted in most magic users doing so illegally. Since the [[Violet Laws]], they only allow [[Praetor (class)|praetors]] and [[Medenti (class)|medenti]] to attend the [[Magisterium|sole magic school]] and have wide inquisitions to punish illegal magic use. Magic users now practice in secret, though sometimes in remote villages it's an open secret. This has caused some resentment towards praetors and medentis and very limited growth in magical practice and application in the last 200 years.
[[Levania]] is much more encouraging of magic use, which has caused a proliferation of new ideas and methods around magic. They have multiple magic schools teaching in different areas and are researching various applications of magic in the area. Still, with the [[Vorish-Levanian Civil War]], many practitioners outside the capital are forced to hide their abilities or face death by the Vorish army.
== Basics of magic ==
===== Population of magic users =====
It's not well known or understood, but most people are born with an innate magical ability that, if cultivated, can produce wide results in a variety of schools. This aptitude declines with age and lack of use or conscious suppression. As a result, Voriland only recognizes that a generous .5% of the population could possibly have any magical ability; Levania's estimates at 10-15% are still very low for the reality of the situation. If properly fostered from birth, probably about 70% of the population would ultimately have the ability to cast at least one minor cantrip, with around 30% becoming major magic users.
Magic use is inherent and innate. It's believed to have [[Religion in Voriland|come from the gods]], with each god having a specific magical domain, but it is actually tied deeply with the planet itself. As a result, [[Crystal magic|crystal magic]] is recognized as a powerful tool in healing and defense.
===== School identification =====
Most magic users believe they are tied to specific schools and practices. Many can and do cast outside of that specific area, but they do not fully identify with that area or may not see it as a separate school at all.
For example, [[Lida]] as a praetor (which is best understood through the Pathfinder kineticist class and is strong in elemental magic) can cast from [[Pyromancy|pyromancy]] and [[Aquamancy|aquamancy]], but she is also capable of violent evocation magic [[Violomancy|violomancy]] and temperature changes in [[Mutamancy|mutamancy]]. However, she by and large strictly identifies as a praetor unless speaking in the specific context of a skillset.
Praetors and medentis have specific, structured skill arenas (similar to skill trees, but more nebulous to accommodate the imprecision of an intuitive practice) that converge and separate. Outside the Magisterium, where magic users are often informally apprenticed and are rarely trained in a structured setting, such separations between magical areas is largely pointless.
===== Detecting magic =====
One main similarity of magic users is that they typically can all detect magic to some degree. Individuals with lower or more suppressed aptitude may have more difficulty with both detecting and being detected. This has led some illegal magic users to carry around a [[Silentium (crystal)|silentium]] crystal to hamper detection.
''In terms of Pathfinder:'' '''Detect Magic''' is going to be an innate skill that all magic users possess. DC will be higher to detect lower levels of general aptitude.
===== Lost magic =====
Some magic is believed to have been "lost". A major example of this is [[Telekinesis|telekinesis]], which was the domain of the ''arts god'' and, as he did not end up having any living children, was believed to not have passed into the population. The reality is all the magic is still there, but throughout the [[Time of Blindness]] understandings of it have been lost, and Voriland's wanton suppression of magic, amongst other things, has prevented it from being reclaimed.
== Schools of magic in Voriland ==
* [[Atmomancy]] - weather magic
* [[Chloromancy]] - plant magic
* [[Elemental magic]]
* Enchantment and charisma magic
* [[Necromancy]]
* Transmutation (to a limited degree)
* [[Violomancy]] - typically violent evocation
* [[Somatomancy]] - involving proprioception and interoception
===== Magic not found in Voriland =====
From reviewing the Pathfinder options, it seems the only hard lines are:
* time magic
* divination
* Pathfinder lore-specific things
Telekinesis is a very specific case. Though it's not lost, it's incredibly rare that a magic user even has an inkling of how it actually works, so all feats, spells, and the like are generally off the table. See [[Creating a Pathfinder character]] for specific things that are off the table.
1efc8f6b02aa8ff2596dcbbf103fa7cb8b6b8388
185
180
2023-11-24T07:22:09Z
Katesquirrel
2
/* Schools of magic in Voriland */
wikitext
text/x-wiki
This page documents the broad rules surrounding the magic system in [[Voriland (continent)|Voriland]].
== Culture around magic ==
===== In Voriland =====
The country of [[Country of Voriland|Voriland]] has very harsh and punitive laws around magic that have resulted in most magic users doing so illegally. Since the [[Violet Laws]], they only allow [[Praetor (class)|praetors]] and [[Medenti (class)|medenti]] to attend the [[Magisterium|sole magic school]] and have wide inquisitions to punish illegal magic use. Magic users now practice in secret, though sometimes in remote villages it's an open secret. This has caused some resentment towards praetors and medentis and very limited growth in magical practice and application in the last 200 years.
[[Levania]] is much more encouraging of magic use, which has caused a proliferation of new ideas and methods around magic. They have multiple magic schools teaching in different areas and are researching various applications of magic in the area. Still, with the [[Vorish-Levanian Civil War]], many practitioners outside the capital are forced to hide their abilities or face death by the Vorish army.
== Basics of magic ==
===== Population of magic users =====
It's not well known or understood, but most people are born with an innate magical ability that, if cultivated, can produce wide results in a variety of schools. This aptitude declines with age and lack of use or conscious suppression. As a result, Voriland only recognizes that a generous .5% of the population could possibly have any magical ability; Levania's estimates at 10-15% are still very low for the reality of the situation. If properly fostered from birth, probably about 70% of the population would ultimately have the ability to cast at least one minor cantrip, with around 30% becoming major magic users.
Magic use is inherent and innate. It's believed to have [[Religion in Voriland|come from the gods]], with each god having a specific magical domain, but it is actually tied deeply with the planet itself. As a result, [[Crystal magic|crystal magic]] is recognized as a powerful tool in healing and defense.
===== School identification =====
Most magic users believe they are tied to specific schools and practices. Many can and do cast outside of that specific area, but they do not fully identify with that area or may not see it as a separate school at all.
For example, [[Lida]] as a praetor (which is best understood through the Pathfinder kineticist class and is strong in elemental magic) can cast from [[Pyromancy|pyromancy]] and [[Aquamancy|aquamancy]], but she is also capable of violent evocation magic [[Violomancy|violomancy]] and temperature changes in [[Mutamancy|mutamancy]]. However, she by and large strictly identifies as a praetor unless speaking in the specific context of a skillset.
Praetors and medentis have specific, structured skill arenas (similar to skill trees, but more nebulous to accommodate the imprecision of an intuitive practice) that converge and separate. Outside the Magisterium, where magic users are often informally apprenticed and are rarely trained in a structured setting, such separations between magical areas is largely pointless.
===== Detecting magic =====
One main similarity of magic users is that they typically can all detect magic to some degree. Individuals with lower or more suppressed aptitude may have more difficulty with both detecting and being detected. This has led some illegal magic users to carry around a [[Silentium (crystal)|silentium]] crystal to hamper detection.
''In terms of Pathfinder:'' '''Detect Magic''' is going to be an innate skill that all magic users possess. DC will be higher to detect lower levels of general aptitude.
===== Lost magic =====
Some magic is believed to have been "lost". A major example of this is [[Telekinesis|telekinesis]], which was the domain of the ''arts god'' and, as he did not end up having any living children, was believed to not have passed into the population. The reality is all the magic is still there, but throughout the [[Time of Blindness]] understandings of it have been lost, and Voriland's wanton suppression of magic, amongst other things, has prevented it from being reclaimed.
== Schools of magic in Voriland ==
* [[Atmomancy]] - weather magic
* [[Chloromancy]] - plant magic
* [[Elemental magic]]
* [[Mentimancy]] - psychic magic
* [[Necromancy]]
* [[Phasmamancy]] - illusion and charisma magic
* [[Salutemancy]] - healing magic
* [[Somatomancy]] - involving proprioception, interoception, and self-healing
* Transmutation (to a limited degree)
* [[Violomancy]] - typically violent evocation
===== Magic not found in Voriland =====
From reviewing the Pathfinder options, it seems the only hard lines are:
* time magic
* divination
* Pathfinder lore-specific things
Telekinesis is a very specific case. Though it's not lost, it's incredibly rare that a magic user even has an inkling of how it actually works, so all feats, spells, and the like are generally off the table. See [[Creating a Pathfinder character]] for specific things that are off the table.
dc2d34650b1baca834b14d84e4608cc08ffa2e8f
186
185
2023-11-24T07:28:02Z
Katesquirrel
2
/* Schools of magic in Voriland */
wikitext
text/x-wiki
This page documents the broad rules surrounding the magic system in [[Voriland (continent)|Voriland]].
== Culture around magic ==
===== In Voriland =====
The country of [[Country of Voriland|Voriland]] has very harsh and punitive laws around magic that have resulted in most magic users doing so illegally. Since the [[Violet Laws]], they only allow [[Praetor (class)|praetors]] and [[Medenti (class)|medenti]] to attend the [[Magisterium|sole magic school]] and have wide inquisitions to punish illegal magic use. Magic users now practice in secret, though sometimes in remote villages it's an open secret. This has caused some resentment towards praetors and medentis and very limited growth in magical practice and application in the last 200 years.
[[Levania]] is much more encouraging of magic use, which has caused a proliferation of new ideas and methods around magic. They have multiple magic schools teaching in different areas and are researching various applications of magic in the area. Still, with the [[Vorish-Levanian Civil War]], many practitioners outside the capital are forced to hide their abilities or face death by the Vorish army.
== Basics of magic ==
===== Population of magic users =====
It's not well known or understood, but most people are born with an innate magical ability that, if cultivated, can produce wide results in a variety of schools. This aptitude declines with age and lack of use or conscious suppression. As a result, Voriland only recognizes that a generous .5% of the population could possibly have any magical ability; Levania's estimates at 10-15% are still very low for the reality of the situation. If properly fostered from birth, probably about 70% of the population would ultimately have the ability to cast at least one minor cantrip, with around 30% becoming major magic users.
Magic use is inherent and innate. It's believed to have [[Religion in Voriland|come from the gods]], with each god having a specific magical domain, but it is actually tied deeply with the planet itself. As a result, [[Crystal magic|crystal magic]] is recognized as a powerful tool in healing and defense.
===== School identification =====
Most magic users believe they are tied to specific schools and practices. Many can and do cast outside of that specific area, but they do not fully identify with that area or may not see it as a separate school at all.
For example, [[Lida]] as a praetor (which is best understood through the Pathfinder kineticist class and is strong in elemental magic) can cast from [[Pyromancy|pyromancy]] and [[Aquamancy|aquamancy]], but she is also capable of violent evocation magic [[Violomancy|violomancy]] and temperature changes in [[Mutamancy|mutamancy]]. However, she by and large strictly identifies as a praetor unless speaking in the specific context of a skillset.
Praetors and medentis have specific, structured skill arenas (similar to skill trees, but more nebulous to accommodate the imprecision of an intuitive practice) that converge and separate. Outside the Magisterium, where magic users are often informally apprenticed and are rarely trained in a structured setting, such separations between magical areas is largely pointless.
===== Detecting magic =====
One main similarity of magic users is that they typically can all detect magic to some degree. Individuals with lower or more suppressed aptitude may have more difficulty with both detecting and being detected. This has led some illegal magic users to carry around a [[Silentium (crystal)|silentium]] crystal to hamper detection.
''In terms of Pathfinder:'' '''Detect Magic''' is going to be an innate skill that all magic users possess. DC will be higher to detect lower levels of general aptitude.
===== Lost magic =====
Some magic is believed to have been "lost". A major example of this is [[Telekinesis|telekinesis]], which was the domain of the ''arts god'' and, as he did not end up having any living children, was believed to not have passed into the population. The reality is all the magic is still there, but throughout the [[Time of Blindness]] understandings of it have been lost, and Voriland's wanton suppression of magic, amongst other things, has prevented it from being reclaimed.
== Schools of magic in Voriland ==
A lot of the magical schools kind of interweave together.
* [[Atmomancy]] - weather magic
* [[Chloromancy]] - plant magic
* [[Elemental magic]]
* [[Mentimancy]] - psychic magic
* [[Necromancy]]
* [[Phasmamancy]] - illusion and charisma magic
* [[Salutemancy]] - healing magic
* [[Sigiomancy]] - protective magic including wards
* [[Somatomancy]] - involving proprioception, interoception, and self-healing
* Transmutation (to a limited degree)
* [[Violomancy]] - typically violent evocation
===== Magic not found in Voriland =====
From reviewing the Pathfinder options, it seems the only hard lines are:
* time magic
* divination
* Pathfinder lore-specific things
Telekinesis is a very specific case. Though it's not lost, it's incredibly rare that a magic user even has an inkling of how it actually works, so all feats, spells, and the like are generally off the table. See [[Creating a Pathfinder character]] for specific things that are off the table.
870f8dadda4a415637bd08c3646b022158c4dddc
187
186
2023-11-24T07:29:20Z
Katesquirrel
2
/* Schools of magic in Voriland */
wikitext
text/x-wiki
This page documents the broad rules surrounding the magic system in [[Voriland (continent)|Voriland]].
== Culture around magic ==
===== In Voriland =====
The country of [[Country of Voriland|Voriland]] has very harsh and punitive laws around magic that have resulted in most magic users doing so illegally. Since the [[Violet Laws]], they only allow [[Praetor (class)|praetors]] and [[Medenti (class)|medenti]] to attend the [[Magisterium|sole magic school]] and have wide inquisitions to punish illegal magic use. Magic users now practice in secret, though sometimes in remote villages it's an open secret. This has caused some resentment towards praetors and medentis and very limited growth in magical practice and application in the last 200 years.
[[Levania]] is much more encouraging of magic use, which has caused a proliferation of new ideas and methods around magic. They have multiple magic schools teaching in different areas and are researching various applications of magic in the area. Still, with the [[Vorish-Levanian Civil War]], many practitioners outside the capital are forced to hide their abilities or face death by the Vorish army.
== Basics of magic ==
===== Population of magic users =====
It's not well known or understood, but most people are born with an innate magical ability that, if cultivated, can produce wide results in a variety of schools. This aptitude declines with age and lack of use or conscious suppression. As a result, Voriland only recognizes that a generous .5% of the population could possibly have any magical ability; Levania's estimates at 10-15% are still very low for the reality of the situation. If properly fostered from birth, probably about 70% of the population would ultimately have the ability to cast at least one minor cantrip, with around 30% becoming major magic users.
Magic use is inherent and innate. It's believed to have [[Religion in Voriland|come from the gods]], with each god having a specific magical domain, but it is actually tied deeply with the planet itself. As a result, [[Crystal magic|crystal magic]] is recognized as a powerful tool in healing and defense.
===== School identification =====
Most magic users believe they are tied to specific schools and practices. Many can and do cast outside of that specific area, but they do not fully identify with that area or may not see it as a separate school at all.
For example, [[Lida]] as a praetor (which is best understood through the Pathfinder kineticist class and is strong in elemental magic) can cast from [[Pyromancy|pyromancy]] and [[Aquamancy|aquamancy]], but she is also capable of violent evocation magic [[Violomancy|violomancy]] and temperature changes in [[Mutamancy|mutamancy]]. However, she by and large strictly identifies as a praetor unless speaking in the specific context of a skillset.
Praetors and medentis have specific, structured skill arenas (similar to skill trees, but more nebulous to accommodate the imprecision of an intuitive practice) that converge and separate. Outside the Magisterium, where magic users are often informally apprenticed and are rarely trained in a structured setting, such separations between magical areas is largely pointless.
===== Detecting magic =====
One main similarity of magic users is that they typically can all detect magic to some degree. Individuals with lower or more suppressed aptitude may have more difficulty with both detecting and being detected. This has led some illegal magic users to carry around a [[Silentium (crystal)|silentium]] crystal to hamper detection.
''In terms of Pathfinder:'' '''Detect Magic''' is going to be an innate skill that all magic users possess. DC will be higher to detect lower levels of general aptitude.
===== Lost magic =====
Some magic is believed to have been "lost". A major example of this is [[Telekinesis|telekinesis]], which was the domain of the ''arts god'' and, as he did not end up having any living children, was believed to not have passed into the population. The reality is all the magic is still there, but throughout the [[Time of Blindness]] understandings of it have been lost, and Voriland's wanton suppression of magic, amongst other things, has prevented it from being reclaimed.
== Schools of magic in Voriland ==
A lot of the magical schools kind of interweave together.
* [[Atmomancy]] - weather magic
* [[Chloromancy]] - plant magic
* [[Elemental magic]]
* [[Mentimancy]] - psychic magic
* [[Necromancy]]
* [[Phasmamancy]] - illusion and charisma magic
* [[Salutemancy]] - healing magic
* [[Sigiomancy]] - protective magic including wards
* [[Somatomancy]] - involving proprioception, interoception, and self-healing
* Transmutation (to a limited degree)
* [[Violomancy]] - typically violent evocation
===== Magic not found in Voriland =====
From reviewing the Pathfinder options, it seems the only hard lines are:
* time magic
* divination
* Pathfinder lore-specific things
See [[Off-limits Pathfinder spells]] for specific spells that are completely off the table.
Telekinesis is a very specific case. Though it's not lost, it's incredibly rare that a magic user even has an inkling of how it actually works, so all feats, spells, and the like are generally off the table. See [[Creating a Pathfinder character]] for specific things that are off the table.
35d034ff9a4c6832166c100ea6e4d6f0c65eed9d
190
187
2023-11-24T07:57:59Z
Katesquirrel
2
/* Schools of magic in Voriland */
wikitext
text/x-wiki
This page documents the broad rules surrounding the magic system in [[Voriland (continent)|Voriland]].
== Culture around magic ==
===== In Voriland =====
The country of [[Country of Voriland|Voriland]] has very harsh and punitive laws around magic that have resulted in most magic users doing so illegally. Since the [[Violet Laws]], they only allow [[Praetor (class)|praetors]] and [[Medenti (class)|medenti]] to attend the [[Magisterium|sole magic school]] and have wide inquisitions to punish illegal magic use. Magic users now practice in secret, though sometimes in remote villages it's an open secret. This has caused some resentment towards praetors and medentis and very limited growth in magical practice and application in the last 200 years.
[[Levania]] is much more encouraging of magic use, which has caused a proliferation of new ideas and methods around magic. They have multiple magic schools teaching in different areas and are researching various applications of magic in the area. Still, with the [[Vorish-Levanian Civil War]], many practitioners outside the capital are forced to hide their abilities or face death by the Vorish army.
== Basics of magic ==
===== Population of magic users =====
It's not well known or understood, but most people are born with an innate magical ability that, if cultivated, can produce wide results in a variety of schools. This aptitude declines with age and lack of use or conscious suppression. As a result, Voriland only recognizes that a generous .5% of the population could possibly have any magical ability; Levania's estimates at 10-15% are still very low for the reality of the situation. If properly fostered from birth, probably about 70% of the population would ultimately have the ability to cast at least one minor cantrip, with around 30% becoming major magic users.
Magic use is inherent and innate. It's believed to have [[Religion in Voriland|come from the gods]], with each god having a specific magical domain, but it is actually tied deeply with the planet itself. As a result, [[Crystal magic|crystal magic]] is recognized as a powerful tool in healing and defense.
===== School identification =====
Most magic users believe they are tied to specific schools and practices. Many can and do cast outside of that specific area, but they do not fully identify with that area or may not see it as a separate school at all.
For example, [[Lida]] as a praetor (which is best understood through the Pathfinder kineticist class and is strong in elemental magic) can cast from [[Pyromancy|pyromancy]] and [[Aquamancy|aquamancy]], but she is also capable of violent evocation magic [[Violomancy|violomancy]] and temperature changes in [[Mutamancy|mutamancy]]. However, she by and large strictly identifies as a praetor unless speaking in the specific context of a skillset.
Praetors and medentis have specific, structured skill arenas (similar to skill trees, but more nebulous to accommodate the imprecision of an intuitive practice) that converge and separate. Outside the Magisterium, where magic users are often informally apprenticed and are rarely trained in a structured setting, such separations between magical areas is largely pointless.
===== Detecting magic =====
One main similarity of magic users is that they typically can all detect magic to some degree. Individuals with lower or more suppressed aptitude may have more difficulty with both detecting and being detected. This has led some illegal magic users to carry around a [[Silentium (crystal)|silentium]] crystal to hamper detection.
''In terms of Pathfinder:'' '''Detect Magic''' is going to be an innate skill that all magic users possess. DC will be higher to detect lower levels of general aptitude.
===== Lost magic =====
Some magic is believed to have been "lost". A major example of this is [[Telekinesis|telekinesis]], which was the domain of the ''arts god'' and, as he did not end up having any living children, was believed to not have passed into the population. The reality is all the magic is still there, but throughout the [[Time of Blindness]] understandings of it have been lost, and Voriland's wanton suppression of magic, amongst other things, has prevented it from being reclaimed.
== Schools of magic in Voriland ==
A lot of the magical schools kind of interweave together.
* [[Atmomancy]] - weather magic
* [[Chloromancy]] - plant magic
* [[Elemental magic]]
* [[Mentimancy]] - psychic magic
* [[Mutamancy]] - temperature changes
* [[Necromancy]]
* [[Phasmamancy]] - illusion and charisma magic
* [[Salutemancy]] - healing magic
* [[Sigiomancy]] - protective magic including wards
* [[Somatomancy]] - involving proprioception, interoception, and self-healing
* Transmutation (to a limited degree)
* [[Violomancy]] - typically violent evocation
===== Magic not found in Voriland =====
From reviewing the Pathfinder options, it seems the only hard lines are:
* time magic
* divination
* Pathfinder lore-specific things
See [[Off-limits Pathfinder spells]] for specific spells that are completely off the table.
Telekinesis is a very specific case. Though it's not lost, it's incredibly rare that a magic user even has an inkling of how it actually works, so all feats, spells, and the like are generally off the table. See [[Creating a Pathfinder character]] for specific things that are off the table.
1bf5202cbd6ede1cc66f8566ccea08c48ab8bee9
Silentium
0
74
171
2023-11-23T01:42:58Z
Katesquirrel
2
Katesquirrel moved page [[Silentium]] to [[Silentium (crystal)]]: Not specific enough
wikitext
text/x-wiki
#REDIRECT [[Silentium (crystal)]]
1afe94250a3a13d32520cb4f11f2074b2887f249
Augeo
0
75
175
2023-11-23T01:45:02Z
Katesquirrel
2
Katesquirrel moved page [[Augeo]] to [[Augeo (crystal)]]
wikitext
text/x-wiki
#REDIRECT [[Augeo (crystal)]]
c462c10e178b4c392223271a810d0cf761b25afd
Languages in Voriland
0
61
176
141
2023-11-23T08:09:40Z
2600:1700:C120:E0C0:9521:975A:7945:98ED
0
wikitext
text/x-wiki
===== Kate's note =====
I have a special interest in linguistics which has spawned a background in conlangs, and I am doing my best not to create full languages for these things, because that would be a rabbit hole that could take me at least a year. So the information here is more limited than I would like, but it's the best I can do at this time.
Language and language structure tremendously informs societal norms and cultural values, and I would like that reflected in the various languages of Voriland. A simple example of this would be Russian. Russia is well known for its attempted collectivistic values, and the Russian language reflects this in many ways, but I'd like to mention just one: they do not have a verb for possession. I cannot say, "I have a book," in Russian. "To have" is not a verb that exists at all. I would say, "У меня есть книга" -- literally, "At me is book." (Russian also doesn't have articles either, but that's a different conversation."
So Russians do have an idea of ownership, but it is one that is completely different from our ideas of ownership, and that is reinforced in their language.
It's very important to me that the languages of Voriland have these same psycholinguistic elements, where language informs culture.
== Official language ==
'''[[Vorish (language)|Vorish]]''' is the official language of the continent. It is the native tongue of people in the North [[Tydes Mountains]], areas roughly west (above, per the [[Voriland (continent)|continent map]]) of the [[Fristlee]]-[[Turnmour]] road, north (right) of the [[Parma River]]. This includes [[North Cross]]. Most people speak it, often along with their own native language. It is a hard language, similar to Germanic in sound but heavily agglutinated (see below), making it very difficult to learn past childhood and causing many people to mix up parts of words.
Vorish has multiple methods of identifying and naming people based on their relationship and authority to the speaker, along with a variety of honorifics. They have separate and distinct words for women and men based on the stage they are in, with more terms for women than men, and an honorific for a woman who has had more than five live births that reached the age of five (a rare outcome). Their base word for women shares a root word with their word for motherhood, while their base word for men shares a root word with soldier.
== Regional languages ==
===== Levanian =====
[[Levanian (language)|Levanian]] is the language of the region of [[Levania]] and also the official language of the unofficial government of Levania. It is the native tongue of people throughout the [[Contested Lands]], including [[Freespeak]], [[Leita's Cross]], [[Sule]], [[Algor]], and [[Almenia]], as well as people residing on the islands in the [[Salmorra Sea]], with exceptions noted below. It sounds similar to a hybrid of Greek and (Brazilian) Portuguese.
They have a single method of identifying and naming people, with no distinction for authority. They also have considerably varied and diverse terms for magic users and artists. Their word for occupation shares a root word with the word for joy.
===== Eurian =====
[[Eurian (language)|Eurian]] is the regional language of [[Isle of Eure]] and their official native tongue.
===== Saboudic =====
[[Saboudic (language)|Saboudic]] is the native language of the people of the Desert of [[Ya'zni]]. It is slowly becoming extinct, with less than 1000 native speakers remaining.
===== Drouth =====
[[Drouth (language)|Drouth]] is the native language of the people north of the Tydes Mountains. Many of these people don't speak Vorish at all.
===== Wheatspeak/Amunic =====
[[Amunic (language)|Wheatspeak/Amunic]] is the native language spoken by the people of the plains, in the [[Central Voriland]] farming communities around [[Wheatland]], [[Lakes of Central Voriland|Lake Amuno, and Lake Sudra]]. A variant of it is spoken by the [[Feral People]] of the [[Mossy Pools]] between [[Lakes of Central Voriland|Lake Pinaria]] and [[Lake Frisplan]].
===== Bilago =====
[[Bilago (language)|Bilago]] is spoken in the rocky area around [[South Cross]]. Some people in [[Salisas]] speak it as well, but it is mostly spoken by the Feral People and the [[Nomads]] of the area.
== Species-specific languages ==
===== Dwarven =====
[[Dwarven (language)|Dwarven]] is spoken by nearly all [[Dwarf (species)|dwarves]] on the continent, unless they were raised away from their kin.
===== Fey =====
[[Feyspeak (language)|Feyspeak]] is spoken by the fairies at [[Marcheon]] as well as the humans in Fey Harbor and at [[Garden of the Gods]].
ffeae501f138f7011758da3afc5d8309d9316ec0
File:Exhaurio crystal.jpg
6
76
177
2023-11-23T17:41:37Z
Katesquirrel
2
wikitext
text/x-wiki
Exhaurio crystal in lead box
f65bf53bbcd1dbf332f1cbe9b9abe9c12c12028d
Exhaurio (crystal)
0
77
178
2023-11-23T17:43:08Z
Katesquirrel
2
Created page with "[[File:Exhaurio crystal.jpg|thumb|Exhaurio crystal in lead box]] Exhaurio is a dark yellow crystal often found to have a murky, marbled quality. It is incredibly rare and is believed to be a transitional state of [[Augeo (crystal)|augeo]]. == Uses == Exhaurio [[Depletion (in magic)|depletes]] magic users very quickly. This is most acutely seen in strong magic users, but prolonged exposure to the crystal can result in fatigue and exhaustion in most people, as most people..."
wikitext
text/x-wiki
[[File:Exhaurio crystal.jpg|thumb|Exhaurio crystal in lead box]]
Exhaurio is a dark yellow crystal often found to have a murky, marbled quality. It is incredibly rare and is believed to be a transitional state of [[Augeo (crystal)|augeo]].
== Uses ==
Exhaurio [[Depletion (in magic)|depletes]] magic users very quickly. This is most acutely seen in strong magic users, but prolonged exposure to the crystal can result in fatigue and exhaustion in most people, as most people have [[Magic use in Voriland|suppressed magical ability]] that is acutely tied to their life force.
Transient exposure is usually sickening to a strong magic user. Many will fall into a coma very quickly after exposure that resolves after the crystal is removed or contained. Prolonged exposure leads to death. Recovery after the crystal is removed is a slow process, depending on length and intensity of exposure.
== Safety ==
Exhaurio is no longer mined as it was so deadly to the miners in large deposits.
Due to its intensity, exhaurio is typically transported in a lead box and only brought out when necessary. They are also rarely larger than 3", as such a size would be toxic to all life around the crystal, and most are generally less than 1".
== Cultural understandings ==
Prior to the [[Violet Laws]], exhaurio used to strike fear into magic users. It was a commonly-employed enemy in children's fables. Now only major magic users and crystal practitioners have heard of it. Students of the [[Magisterium]] are trained on it, but it's not generally considered something one can fight against.
== In Lida ==
Exhaurio is used to deplete [[Lida]] so she and her group can be transported by boat from [[Marcheon]] to [[Levania]]. It is then used in 20 minute daily intervals to maintain her coma. It takes two days after exposure ends for her to awaken, when the boat is in the [[Bay of Levania]], two days before she can walk, and several more days for her to regain her magic and her strength.
It affects the rest of the party, except for [[Spod the Silent]], with considerable fatigue. The emo fairy is near comatose, though it's unclear whether he is affected magically or is just full of angst. Spod is ostensibly unaffected.
== Pathfinder mechanic ==
Exposure to exhaurio requires a saving throw against the player's casting ability. The DC would depend on the size of the crystal. Exposure is in a 20' area around the uncontained crystal.
'''Critical failure''' Castor loses all remaining spell slots; falls unconscious
'''Failure''' Castor loses all remaining spell slots; Sickened 3
'''Success''' Castor loses half of their remaining spell slots, rounding up; Sickened 2
'''Critical success''' Sickened 1
bae8e5e031f6af4b771552636b59ffe4940eb9df
179
178
2023-11-23T17:44:08Z
Katesquirrel
2
wikitext
text/x-wiki
[[File:Exhaurio crystal.jpg|thumb|Exhaurio crystal in lead box]]
'''This page is part of the [[Crystal magic]] section.'''
Exhaurio is a dark yellow crystal often found to have a murky, marbled quality. It is incredibly rare and is believed to be a transitional state of [[Augeo (crystal)|augeo]].
== Uses ==
Exhaurio [[Depletion (in magic)|depletes]] magic users very quickly. This is most acutely seen in strong magic users, but prolonged exposure to the crystal can result in fatigue and exhaustion in most people, as most people have [[Magic use in Voriland|suppressed magical ability]] that is acutely tied to their life force.
Transient exposure is usually sickening to a strong magic user. Many will fall into a coma very quickly after exposure that resolves after the crystal is removed or contained. Prolonged exposure leads to death. Recovery after the crystal is removed is a slow process, depending on length and intensity of exposure.
== Safety ==
Exhaurio is no longer mined as it was so deadly to the miners in large deposits.
Due to its intensity, exhaurio is typically transported in a lead box and only brought out when necessary. They are also rarely larger than 3", as such a size would be toxic to all life around the crystal, and most are generally less than 1".
== Cultural understandings ==
Prior to the [[Violet Laws]], exhaurio used to strike fear into magic users. It was a commonly-employed enemy in children's fables. Now only major magic users and crystal practitioners have heard of it. Students of the [[Magisterium]] are trained on it, but it's not generally considered something one can fight against.
== In Lida ==
Exhaurio is used to deplete [[Lida]] so she and her group can be transported by boat from [[Marcheon]] to [[Levania]]. It is then used in 20 minute daily intervals to maintain her coma. It takes two days after exposure ends for her to awaken, when the boat is in the [[Bay of Levania]], two days before she can walk, and several more days for her to regain her magic and her strength.
It affects the rest of the party, except for [[Spod the Silent]], with considerable fatigue. The emo fairy is near comatose, though it's unclear whether he is affected magically or is just full of angst. Spod is ostensibly unaffected.
== Pathfinder mechanic ==
Exposure to exhaurio requires a saving throw against the player's casting ability. The DC would depend on the size of the crystal. Exposure is in a 20' area around the uncontained crystal.
'''Critical failure''' Castor loses all remaining spell slots; falls unconscious<br>
'''Failure''' Castor loses all remaining spell slots; Sickened 3<br>
'''Success''' Castor loses half of their remaining spell slots, rounding up; Sickened 2<br>
'''Critical success''' Sickened 1<br>
cecf1074ebb182b84bc96ee49c896a80a44b7fae
Somatomancy
0
78
181
2023-11-24T06:47:59Z
Katesquirrel
2
Created page with "== Somatomancy in Pathfinder == The following spells fall under somatomancy. All are '''self only''' unless otherwise noted. {| class="wikitable" |+ Cantrips |- ! Name !! Cast !! Duration !! Damage !! Description |- | '''Bullhorn''' || ¤², s, v || 10 minutes || --- || You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noi..."
wikitext
text/x-wiki
== Somatomancy in Pathfinder ==
The following spells fall under somatomancy. All are '''self only''' unless otherwise noted.
{| class="wikitable"
|+ Cantrips
|-
! Name !! Cast !! Duration !! Damage !! Description
|-
| '''Bullhorn''' || ¤², s, v || 10 minutes || --- || You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal.
Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue.
You can Dismiss the spell.
'''Heightened (5th)''' Your voice can be heard clearly up to 1,200 feet away.<br>
'''Heightened (7th)''' Your voice can be heard clearly up to 1 mile away.
|-
| '''Deep Breath''' || ¤¹ || 10 minutes || --- || You take an incredibly deep breath and can hold it for the spell's duration. You don't lose breath when hit, but you do lose all the air you inhaled if you speak (including to Cast a Spell). This spell doesn't create air; if you don't have air to breathe when you cast it, you get no benefit.
'''Heightened (2nd)''' The duration increases to 1 hour, and you lose only 10 minutes of breath if you speak.<br>
'''Heightened (4th)''' The duration increases to 8 hours, and you lose only 10 minutes of breath if you speak.
|-
| '''Time Sense''' || ¤¹ || --- || --- || When you Cast the Spell, you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area—if you're trained in Nature, you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in Astronomy Lore, you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on.
You can gain a +1 status bonus to one attack roll, Perception check, saving throw, or skill check you take on the same turn you cast time sense that requires extremely precise timing. If you choose to gain this bonus, you can't gain it again for 1 hour.
|-
| '''Wash Your Luck''' || ¤², s, v || 1 minute || --- || ''Uncommon.'' Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.
|}
{| class="wikitable"
|+ Level 1 Spells
|-
! Name !! Cast !! Duration !! Damage !! Description
|-
| '''Ant Haul''' || ¤², s, v || 8 hours || --- || You reinforce your own musculoskeletal system to bear more weight. You can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
|-
| '''Charm''' || ¤², s, v,<br>30 ft || 1 hour || --- || '''Affects 1 creature.''' To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a '''Will''' save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
'''Critical Success''' The target is unaffected and aware you tried to charm it.<br>
'''Success''' The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).<br>
'''Failure''' The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.<br>
'''Critical Failure''' The target's attitude becomes helpful toward you, and it can't use hostile actions against you.<br>
'''Heightened (4th)''' The duration lasts until the next time you make your daily preparations.<br>
'''Heightened (8th)''' The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.<br>
|-
| '''Fleet Step''' || ¤², s, v || 1 minute || --- || You gain a +30-foot status bonus to your Speed.
|-
| '''Forced Mercy''' || ¤², s, v || varies || --- || You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical –2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a '''Will''' save. A willing target can choose to critically fail their saving throw.
'''Critical Success''' The creature is unaffected.<br>
'''Success''' The creature is affected for 1 round.<br>
'''Failure''' The creature is affected for 1d4 rounds.<br>
'''Critical Failure''' The creature is affected for 1 minute.<br>
'''Heightened (4th)''' The range increases to 100 feet, and you can target up to 8 creatures.
|-
| '''Pass Without Trace''' || ¤², s, v || 1 hour || --- || You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one pass without trace spell at a time.
'''Heightened (2nd)''' The duration increases to 8 hours.<br>
'''Heightened (4th)''' The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.<br>
|-
| '''Spirit Link''' || ¤², s, v<br>30 ft || 10 minutes || --- || You form a spiritual link with another creature, allowing you to take in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.
'''Heightened (+1)''' The number of Hit Points transferred each time increases by 2.
|-
| '''Ventriloquism''' || ¤², s, v || 10 minutes || --- || Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
'''Heightened (2nd)''' The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.
|}
9ea0ebfe61b6389812c142349e9d0db6fde02628
182
181
2023-11-24T07:07:57Z
Katesquirrel
2
wikitext
text/x-wiki
== Somatomancy in Pathfinder ==
The following spells fall under somatomancy. All are '''self only''' unless otherwise noted.
{| class="wikitable"
|+ Cantrips
|-
! Name !! Cast !! Duration !! Damage !! Description
|-
| '''Bullhorn''' || ¤², s, v || 10 minutes || --- || You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal.
Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue.
You can Dismiss the spell.
'''Heightened (5th)''' Your voice can be heard clearly up to 1,200 feet away.<br>
'''Heightened (7th)''' Your voice can be heard clearly up to 1 mile away.
|-
| '''Deep Breath''' || ¤¹ || 10 minutes || --- || You take an incredibly deep breath and can hold it for the spell's duration. You don't lose breath when hit, but you do lose all the air you inhaled if you speak (including to Cast a Spell). This spell doesn't create air; if you don't have air to breathe when you cast it, you get no benefit.
'''Heightened (2nd)''' The duration increases to 1 hour, and you lose only 10 minutes of breath if you speak.<br>
'''Heightened (4th)''' The duration increases to 8 hours, and you lose only 10 minutes of breath if you speak.
|-
| '''Time Sense''' || ¤¹ || --- || --- || When you Cast the Spell, you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area—if you're trained in Nature, you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in Astronomy Lore, you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on.
You can gain a +1 status bonus to one attack roll, Perception check, saving throw, or skill check you take on the same turn you cast time sense that requires extremely precise timing. If you choose to gain this bonus, you can't gain it again for 1 hour.
|-
| '''Wash Your Luck''' || ¤², s, v || 1 minute || --- || ''Uncommon.'' Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.
|}
{| class="wikitable"
|+ Level 1 Spells
|-
! Name !! Cast !! Duration !! Damage !! Description
|-
| '''Ant Haul''' || ¤², s, v || 8 hours || --- || You reinforce your own musculoskeletal system to bear more weight. You can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
|-
| '''Charm''' || ¤², s, v,<br>30 ft || 1 hour || --- || '''Affects 1 creature.''' To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a '''Will''' save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
'''Critical Success''' The target is unaffected and aware you tried to charm it.<br>
'''Success''' The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).<br>
'''Failure''' The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.<br>
'''Critical Failure''' The target's attitude becomes helpful toward you, and it can't use hostile actions against you.<br>
'''Heightened (4th)''' The duration lasts until the next time you make your daily preparations.<br>
'''Heightened (8th)''' The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.<br>
|-
| '''Fleet Step''' || ¤², s, v || 1 minute || --- || You gain a +30-foot status bonus to your Speed.
|-
| '''Forced Mercy''' || ¤², s, v || varies || --- || You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical –2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a '''Will''' save. A willing target can choose to critically fail their saving throw.
'''Critical Success''' The creature is unaffected.<br>
'''Success''' The creature is affected for 1 round.<br>
'''Failure''' The creature is affected for 1d4 rounds.<br>
'''Critical Failure''' The creature is affected for 1 minute.<br>
'''Heightened (4th)''' The range increases to 100 feet, and you can target up to 8 creatures.
|-
| '''Pass Without Trace''' || ¤², s, v || 1 hour || --- || You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one pass without trace spell at a time.
'''Heightened (2nd)''' The duration increases to 8 hours.<br>
'''Heightened (4th)''' The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.<br>
|-
| '''Spirit Link''' || ¤², s, v<br>30 ft || 10 minutes || --- || You form a spiritual link with another creature, allowing you to take in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.
'''Heightened (+1)''' The number of Hit Points transferred each time increases by 2.
|-
| '''Ventriloquism''' || ¤², s, v || 10 minutes || --- || Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
'''Heightened (2nd)''' The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.
|}
'''Level 3 Spells'''<br>
Animus Mine, Blur, Impeccable Flow, Iron Gut, Voice on the Breeze, Water Breathing
'''Level 4 Spells'''<br>
Deep Sight, Enthrall, Far Sight, Haste, Heatvision, Martyr's Intervention
2b9d3270654b53adb5178e4133f1f1a93af95e32
183
182
2023-11-24T07:16:40Z
Katesquirrel
2
wikitext
text/x-wiki
Somatomancy is a school of magic focused around proprioception and interoception. Magic users frequently have excellent control over their own bodies, which has resulted in a lot of special abilities related to things like holding breath, resisting fire, etc.
== Self-healing ==
Though healing is its own class of magic, most magic users do have the ability to self-heal and have the modified Pathfinder Heal spell, as follows. ''This cannot be used for another person, only yourself.''
===== Self-Heal =====
'''¤¹-¤²'''<br>
You spend an action to focus inward to identify and heal damage against you, restoring 1d8 hit points. This does not end persistent damage if it requires you to take an action to remove whatever is causing damage. If you take an additional action to continue healing damage, increase the hit points restored by 8.
== Somatomancy in Pathfinder ==
The following spells fall under somatomancy. All are '''self only''' unless otherwise noted.
This list is not exhaustive, so if you have reason to believe a spell should be on this list, talk to us.
{| class="wikitable"
|+ Cantrips
|-
! Name !! Cast !! Duration !! Damage !! Description
|-
| '''Bullhorn''' || ¤², s, v || 10 minutes || --- || You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal.
Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue.
You can Dismiss the spell.
'''Heightened (5th)''' Your voice can be heard clearly up to 1,200 feet away.<br>
'''Heightened (7th)''' Your voice can be heard clearly up to 1 mile away.
|-
| '''Deep Breath''' || ¤¹ || 10 minutes || --- || You take an incredibly deep breath and can hold it for the spell's duration. You don't lose breath when hit, but you do lose all the air you inhaled if you speak (including to Cast a Spell). This spell doesn't create air; if you don't have air to breathe when you cast it, you get no benefit.
'''Heightened (2nd)''' The duration increases to 1 hour, and you lose only 10 minutes of breath if you speak.<br>
'''Heightened (4th)''' The duration increases to 8 hours, and you lose only 10 minutes of breath if you speak.
|-
| '''Time Sense''' || ¤¹ || --- || --- || When you Cast the Spell, you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area—if you're trained in Nature, you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in Astronomy Lore, you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on.
You can gain a +1 status bonus to one attack roll, Perception check, saving throw, or skill check you take on the same turn you cast time sense that requires extremely precise timing. If you choose to gain this bonus, you can't gain it again for 1 hour.
|-
| '''Wash Your Luck''' || ¤², s, v || 1 minute || --- || ''Uncommon.'' Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.
|}
{| class="wikitable"
|+ Level 1 Spells
|-
! Name !! Cast !! Duration !! Damage !! Description
|-
| '''Ant Haul''' || ¤², s, v || 8 hours || --- || You reinforce your own musculoskeletal system to bear more weight. You can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
|-
| '''Charm''' || ¤², s, v,<br>30 ft || 1 hour || --- || '''Affects 1 creature.''' To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a '''Will''' save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
'''Critical Success''' The target is unaffected and aware you tried to charm it.<br>
'''Success''' The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).<br>
'''Failure''' The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.<br>
'''Critical Failure''' The target's attitude becomes helpful toward you, and it can't use hostile actions against you.<br>
'''Heightened (4th)''' The duration lasts until the next time you make your daily preparations.<br>
'''Heightened (8th)''' The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.<br>
|-
| '''Fleet Step''' || ¤², s, v || 1 minute || --- || You gain a +30-foot status bonus to your Speed.
|-
| '''Forced Mercy''' || ¤², s, v || varies || --- || You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical –2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a '''Will''' save. A willing target can choose to critically fail their saving throw.
'''Critical Success''' The creature is unaffected.<br>
'''Success''' The creature is affected for 1 round.<br>
'''Failure''' The creature is affected for 1d4 rounds.<br>
'''Critical Failure''' The creature is affected for 1 minute.<br>
'''Heightened (4th)''' The range increases to 100 feet, and you can target up to 8 creatures.
|-
| '''Pass Without Trace''' || ¤², s, v || 1 hour || --- || You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one pass without trace spell at a time.
'''Heightened (2nd)''' The duration increases to 8 hours.<br>
'''Heightened (4th)''' The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.<br>
|-
| '''Spirit Link''' || ¤², s, v<br>30 ft || 10 minutes || --- || You form a spiritual link with another creature, allowing you to take in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.
'''Heightened (+1)''' The number of Hit Points transferred each time increases by 2.
|-
| '''Ventriloquism''' || ¤², s, v || 10 minutes || --- || Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
'''Heightened (2nd)''' The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.
|}
'''Level 3 Spells'''<br>
Animus Mine, Blur, Impeccable Flow, Iron Gut, Voice on the Breeze, Water Breathing
'''Level 4 Spells'''<br>
Deep Sight, Enthrall, Far Sight, Haste, Heatvision, Martyr's Intervention
75cd4d7a4e7c68fdc7b30114ea285de867eefbdb
184
183
2023-11-24T07:17:13Z
Katesquirrel
2
wikitext
text/x-wiki
'''This is part of the [[Magic use in Voriland]] pages.
Somatomancy is a school of magic focused around proprioception and interoception. Magic users frequently have excellent control over their own bodies, which has resulted in a lot of special abilities related to things like holding breath, resisting fire, etc.
== Self-healing ==
Though healing is its own class of magic, most magic users do have the ability to self-heal and have the modified Pathfinder Heal spell, as follows. ''This cannot be used for another person, only yourself.''
===== Self-Heal =====
'''¤¹-¤²'''<br>
You spend an action to focus inward to identify and heal damage against you, restoring 1d8 hit points. This does not end persistent damage if it requires you to take an action to remove whatever is causing damage. If you take an additional action to continue healing damage, increase the hit points restored by 8.
== Somatomancy in Pathfinder ==
The following spells fall under somatomancy. All are '''self only''' unless otherwise noted.
This list is not exhaustive, so if you have reason to believe a spell should be on this list, talk to us.
{| class="wikitable"
|+ Cantrips
|-
! Name !! Cast !! Duration !! Damage !! Description
|-
| '''Bullhorn''' || ¤², s, v || 10 minutes || --- || You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal.
Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue.
You can Dismiss the spell.
'''Heightened (5th)''' Your voice can be heard clearly up to 1,200 feet away.<br>
'''Heightened (7th)''' Your voice can be heard clearly up to 1 mile away.
|-
| '''Deep Breath''' || ¤¹ || 10 minutes || --- || You take an incredibly deep breath and can hold it for the spell's duration. You don't lose breath when hit, but you do lose all the air you inhaled if you speak (including to Cast a Spell). This spell doesn't create air; if you don't have air to breathe when you cast it, you get no benefit.
'''Heightened (2nd)''' The duration increases to 1 hour, and you lose only 10 minutes of breath if you speak.<br>
'''Heightened (4th)''' The duration increases to 8 hours, and you lose only 10 minutes of breath if you speak.
|-
| '''Time Sense''' || ¤¹ || --- || --- || When you Cast the Spell, you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area—if you're trained in Nature, you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in Astronomy Lore, you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on.
You can gain a +1 status bonus to one attack roll, Perception check, saving throw, or skill check you take on the same turn you cast time sense that requires extremely precise timing. If you choose to gain this bonus, you can't gain it again for 1 hour.
|-
| '''Wash Your Luck''' || ¤², s, v || 1 minute || --- || ''Uncommon.'' Once during the spell's duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.
|}
{| class="wikitable"
|+ Level 1 Spells
|-
! Name !! Cast !! Duration !! Damage !! Description
|-
| '''Ant Haul''' || ¤², s, v || 8 hours || --- || You reinforce your own musculoskeletal system to bear more weight. You can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
|-
| '''Charm''' || ¤², s, v,<br>30 ft || 1 hour || --- || '''Affects 1 creature.''' To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a '''Will''' save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
'''Critical Success''' The target is unaffected and aware you tried to charm it.<br>
'''Success''' The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).<br>
'''Failure''' The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.<br>
'''Critical Failure''' The target's attitude becomes helpful toward you, and it can't use hostile actions against you.<br>
'''Heightened (4th)''' The duration lasts until the next time you make your daily preparations.<br>
'''Heightened (8th)''' The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.<br>
|-
| '''Fleet Step''' || ¤², s, v || 1 minute || --- || You gain a +30-foot status bonus to your Speed.
|-
| '''Forced Mercy''' || ¤², s, v || varies || --- || You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical –2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a '''Will''' save. A willing target can choose to critically fail their saving throw.
'''Critical Success''' The creature is unaffected.<br>
'''Success''' The creature is affected for 1 round.<br>
'''Failure''' The creature is affected for 1d4 rounds.<br>
'''Critical Failure''' The creature is affected for 1 minute.<br>
'''Heightened (4th)''' The range increases to 100 feet, and you can target up to 8 creatures.
|-
| '''Pass Without Trace''' || ¤², s, v || 1 hour || --- || You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one pass without trace spell at a time.
'''Heightened (2nd)''' The duration increases to 8 hours.<br>
'''Heightened (4th)''' The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.<br>
|-
| '''Spirit Link''' || ¤², s, v<br>30 ft || 10 minutes || --- || You form a spiritual link with another creature, allowing you to take in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.
'''Heightened (+1)''' The number of Hit Points transferred each time increases by 2.
|-
| '''Ventriloquism''' || ¤², s, v || 10 minutes || --- || Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
'''Heightened (2nd)''' The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.
|}
'''Level 3 Spells'''<br>
Animus Mine, Blur, Impeccable Flow, Iron Gut, Voice on the Breeze, Water Breathing
'''Level 4 Spells'''<br>
Deep Sight, Enthrall, Far Sight, Haste, Heatvision, Martyr's Intervention
cd0082eccce8c9afc5ba4dfbce1832dae0b7ec2a
Off-limits Pathfinder spells
0
79
188
2023-11-24T07:56:10Z
Katesquirrel
2
Created page with "Some spells in Pathfinder don't work within the Lidaverse. I've tried to include the why with each of these. If you can make the argument for any of these that it does work within the magic system, I'd love to hear it. ===== Cantrips ===== * '''Mage Hand:''' I can't think of a way that this wouldn't involve [[Telekinesis|telekinesis]] in some form or fashion. * '''Telekinetic Projectile:''' This straight up is telekinesis. * '''Warp Step:''' I just do not feel good abou..."
wikitext
text/x-wiki
Some spells in Pathfinder don't work within the Lidaverse. I've tried to include the why with each of these. If you can make the argument for any of these that it does work within the magic system, I'd love to hear it.
===== Cantrips =====
* '''Mage Hand:''' I can't think of a way that this wouldn't involve [[Telekinesis|telekinesis]] in some form or fashion.
* '''Telekinetic Projectile:''' This straight up is telekinesis.
* '''Warp Step:''' I just do not feel good about the physics implications of this one, as the Lidaverse is literally just in a galaxy far, far away.
===== First level spells ======
* '''Fiendfetch:''' Telekinesis.
* '''Helpful Steps:''' Maybe for Pathfinder purposes, but such random conjuration doesn't fit within this magic system.
* '''Summon Fey:''' The Feywilds don't exist here and the Fey are a civilized group with their own city.
* '''Thoughtful Gift:''' I still haven't figured out how I feel about teleportation. [[[Katriel the Voice]] has a system for this based on a public transportation system, but I don't think normal mundane people should have it.
===== Second level spells =====
* '''Advanced Scurvy:''' The magic system doesn't really allow for transmitting diseases like this.
* '''Allfood:''' Transmutation is a weird one and I don't know if it would work here.
* '''Augury:''' Divination isn't really a thing. Some people ''think'' it's real but it's not really real in this world.
* '''Blood Duplicate:''' This would be a weird one to make work in the magic system.
* '''Create Food:''' Creating food out of nothing also doesn't seem likely to work with the magic system.
* '''Lock Item:''' Another thing I don't see working with the magic system.
* '''Spectral Hand:''' Mage Hand 2: Electric Boogaloo.
* '''Swallow Light:''' This is not even remotely a thing that could work in this magic system.
* '''Telekinetic Maneuver:''' More telekinesis.
* '''Waterproof:''' Unless the object wants to stand completely still and not move. This is a weird one, in that telekinesis is not directly applicable, but telekinesis rules apply.
I will be adding up through fifth level spells on here as I continue to work through them.
792dfc0822372f931ceb3ee051bff6fa1ed12fa9
189
188
2023-11-24T07:56:36Z
Katesquirrel
2
/* First level spells = */
wikitext
text/x-wiki
Some spells in Pathfinder don't work within the Lidaverse. I've tried to include the why with each of these. If you can make the argument for any of these that it does work within the magic system, I'd love to hear it.
===== Cantrips =====
* '''Mage Hand:''' I can't think of a way that this wouldn't involve [[Telekinesis|telekinesis]] in some form or fashion.
* '''Telekinetic Projectile:''' This straight up is telekinesis.
* '''Warp Step:''' I just do not feel good about the physics implications of this one, as the Lidaverse is literally just in a galaxy far, far away.
===== First level spells =====
* '''Fiendfetch:''' Telekinesis.
* '''Helpful Steps:''' Maybe for Pathfinder purposes, but such random conjuration doesn't fit within this magic system.
* '''Summon Fey:''' The Feywilds don't exist here and the Fey are a civilized group with their own city.
* '''Thoughtful Gift:''' I still haven't figured out how I feel about teleportation. [[[Katriel the Voice]] has a system for this based on a public transportation system, but I don't think normal mundane people should have it.
===== Second level spells =====
* '''Advanced Scurvy:''' The magic system doesn't really allow for transmitting diseases like this.
* '''Allfood:''' Transmutation is a weird one and I don't know if it would work here.
* '''Augury:''' Divination isn't really a thing. Some people ''think'' it's real but it's not really real in this world.
* '''Blood Duplicate:''' This would be a weird one to make work in the magic system.
* '''Create Food:''' Creating food out of nothing also doesn't seem likely to work with the magic system.
* '''Lock Item:''' Another thing I don't see working with the magic system.
* '''Spectral Hand:''' Mage Hand 2: Electric Boogaloo.
* '''Swallow Light:''' This is not even remotely a thing that could work in this magic system.
* '''Telekinetic Maneuver:''' More telekinesis.
* '''Waterproof:''' Unless the object wants to stand completely still and not move. This is a weird one, in that telekinesis is not directly applicable, but telekinesis rules apply.
I will be adding up through fifth level spells on here as I continue to work through them.
89c3839cb8704d965d27e75f09d8511e75c08827